Starcraft II Q&A Archive

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Miz

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Question and Answer Archive

This thread will be the index and archive for all Official Starcraft II Questions and Answer Batches that are posted by Karune on Battle.net Starcraft II General Discussion Forum.

This thread is closed for posting - To prevent random comments and spam to fill the archive because of the content contained in these batches, the thread is closed to posting for normal members. To discuss a batch please create a thread or find a thread already created.
Miz

Ask Your StarCraft II Questions Here for them to be ether answered in the forums or posted in a batch :thup:

 

Miz

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Batchs 01-10

Batch 1

What is this: This and This? It appears to be a drop ship of some type maybe, can we comment on this unit?

The unit seen is a building add-on, and well be revealing more on the Terran building upgrades in the future.

What type of scripting language is being used? Aspiring map/mod makers would like to know.

StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward.

Players have pointed out that the nuke laser dot graphic showing their destination is quite a bit larger and more noticeable than the original games. Is this a finished graphic and are we intending to make incoming nukes easier to spot now?

In the announcement gameplay video the incoming nuke marker was shown as if launched by the player. To other players it will still be shown as a smaller dot very similar to the classic StarCraft nuke.

The mothership time distortion doesn't seem to stop all incoming projectiles or fire, what exactly does it protect against?

The Mothership time-slowing ability is intended to deal with all types of incoming attacks, although only incoming missiles were shown prominently in the announcement gameplay video.

Game Balance

The announcement gameplay video used more than a few tricks to show off each unit. The Mothership for instance was set to be indestructible for a good portion of the time it was on screen, as well as having additional energy so that we could display all of its special abilities in a shorter amount of time than would normally be possible. In addition to the multiple changes made just for the video, the gameplay in the video is not indicative at this time of what the final balance will be. The announcement gameplay video was showing off the game and units in the coolest way possible, and not necessarily in a way that would resemble an actual match.

Game Speed

As some of you may have seen in the developer panel held at the Worldwide Invitational after the announcement of StarCraft II, it was revealed that the gameplay in the announcement video was shown at Normal speed so that we could really showcase it and let everyone see the detail and work put into the game. There will still be the faster game speed settings many players are used to from the original game.

Batch 2

Will players be able to select multiple buildings simultaneously?

We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production.

Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?

Of course.

Will we be able to select more than 12 units at the same time?

Currently, unit selection is unlimited, but this may change with further development and testing.

On a given map, will there be one Mothership per map or one Mothership unit per Protoss player allowed?

We are still testing out many possible circumstances in order to make skirmishes more fun and challenging. At this time, each Protoss player will be able to have only one Mothership at a given time, but as mentioned, everything is still subject to change.


Batch 3


What is the role of heroes in StarCraft II? Will they be the same as in StarCraft?

StarCraft II campaign heroes will fulfill roles similar to what appeared in the original StarCraft single player experience, but they will have even more unique abilities from standard units, and will be more innovatively integrated into the story campaign. Heroes will not be buildable in multiplayer.

What is the max unit count population for each faction?

Unit population count for each faction will be very similar to the original StarCraft.

Will there be an in-game option to change hotkeys around?

Currently it is planned to have this feature, though much testing has yet to be done on it. We are looking into several innovative ways to make the UI customizable to players, to allow flexibility in their style of game play.

Is Karunes Battle.net Forum Avatar a Protoss High Templar?


Yes it is.

Will the Robotics Facility have a similar upgrade to the Warp Gate allowing it to warp units in?

There are no plans for this at the moment. Currently Warping technology is limited to the Warp Gate. Of course, we are still testing and balancing this, and nothing is set in stone.

Batch 4
Are the yellow minerals shown in the trailers harvestable?

Yes, they will be a harvestable high yield resource, meaning each harvest rotation will result in greater mineral quantities than the standard blue minerals. This gives players more strategic choices when trying to evaluate where they wish to expand. Expand to the high yield but risk easier discovery? Or expand to a safer area but earn fewer resources?

Will resource sharing be allowed between allies?


Yes, it is our plan to have this in the game, though there is still much testing and balancing revolving around this ability.

Will allied chat be enabled by default for pre-set teams?

Yes.

Is the Zealot charge ability an upgrade as well?

Yes, this ability is upgraded through the Protoss War Shrine.

What types of future community updates will there be?

Starcraft2.com will be updated with regular unit and building profiles. Furthermore, there are several projects in the works planned for the Blizzards RTS Community as a whole, which we will share at a later time.
Batch 5
Will you be increasing the max players beyond 8?

We are exploring this possibility, though currently it is defaulted to 8 max players.

If you have multiple casters selected when you cast a spell, will they all cast it or only one? (ex. will 8 ghosts all use lockdown on a unit or only one?)

Currently, unit abilities are set as smart casting, meaning when you have a group of casters selected, each time you wish to cast a spell, you will either have to click the icon or press the hot key and follow it with a click on the designated place on the map for it to cast. This will obviously prevent locking down a single unit with more than one ghost, though we are also still exploring possibilities to have different methods of casting for casters in which players would want to have multiple casts executed in a single command.

Will building placement still be grid based?

Building placement will be grid based.

What races will be playable at BlizzCon?

This will be revealed at BlizzCon! See ya there!

Why do marines have shields now?

The shields seen on marines in screenshots and videos are an upgrade that can be purchased through research, increasing the marines' overall hit points.
Batch 6

Are Photon and Phase Cannons 2 different buildings?

The Phase Cannon is the new version of the StarCraft Photon Cannon. There will not be a Photon Cannon in StarCraft II.

Will carriers (Tempest) produce more than one drone type?

Not at this time.

Fans noticed in your art video that thye Colossus ground unit was under fire from missile turrets. Is this due to the Colossus's exceptionally high attack profile (tall stature) or a ground-to-ground attack feature/option for the turrets?

Because of the Colossus's height, it will be susceptible to Anti Air defenses like the Terran Missile Turrets, as well as both ground and air attacks. It is possible for the Colossus to be hit by ground and air attacks at the same time.

Will there be critters units and can they attack?

There will be critters, but they wont attack. If they did they would be creeps.

Will holding the Alt button show unit/building hit points overhead as they did in Warcraft 3?

Batch 7
Will the look of the siege tank be changed for the final version?

In response to much fan feedback, the siege tank has indeed been redesigned, with a much more powerful look to it. This visually redesigned siege tank will be shown at BlizzCon 2007.

Will there be a ctrl-a key stroke to select all your units on screen?

Not at this moment, but the hot keys have not been finalized yet for StarCraft II.

Will we get to hear the return of some of the original melodic themes from SC1 (like the Terran themes), or will the music for StarCraft II be completely new?

There will mostly be new epic theme songs with similarities to the original faction music. Music is still definitely in the works, thus we will not rule out a reprise of one of the original songs.

Will the High Templar still be able to create hallucinations?

In the current version of StarCraft II, the Hallucination ability will be back, but not as a High Templar ability, but rather a Star Relic ability.

When will you release a StarCraft II Fan Site kit?


The Fan Site Kit will be released around BlizzCon.

Batch 8
Will there be upkeep in StarCraft II?

No, there will not be.

What will be the highest number of upgrades for the shields, armor or weapons?

Currently, the highest number of upgrades per weapon/armor/shield type will be 3, which is the same as the original StarCraft. The values of each upgrade will be determined through much balance testing.

Will the StarCraft II Editor be easy or hard to use?

Blizzard game editors have always been aimed at empowering the community to create a huge variety of fun game modes and maps. This editor will be no different.

The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games. Furthermore, this editor will have many more scripting options available to players, to allow for even more player creativity in their maps beyond that seen in prior RTS titles such as Warcraft III.

Will the Zealot charge ability cause more damage on the initial attack than on all other attacks?

No, the Zealot charge will close the distance between the Zealot and its target, which will be a significant advantage in many situations, compared to a Zealot without the upgrade, but will not actually give it more attack power or an initial stronger attack.

When selecting the Phase Prisms I noticed they have a 3rd, yellow meter below their shields and health. Is this meant to represent mana or storage capacity (warp-in capacity)?


This bar represents the Phase Prisms storage capacity, as it also serves as an aerial transport unit.

Batch 9
In the gameplay video the UI is toggled on/off several times. Will that be an option in-game?

Currently, the UI will only toggle off during game cinematics. There are currently no plans to implement this for single-player or multiplayer as it would give some players an advantage over others.

Will the Twilight Archon have abilities?

Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final.

Can Protoss Units be attacked during the Warp-In process?


Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit.

Will there be some old units from StarCraft be included in the Map Editor for StarCraft II?

There will be units included in the Map Editor which will not be in the standard multiplayer skirmish mode. These will include various units from the original StarCraft, such as the Protoss Dragoon.

Will different races have different max-squad caps?

Currently all 3 races will have the same maximum population cap at 200.

Can the Planetary Fortress lift off?

Once the Command Center has been upgraded to be a Planetary Fortress, it can no longer lift off. Furthermore, the Planetary Fortress cannot be changed back into a normal Command Center with lift off capabilities.
Batch 10
What does the "Intercept Missiles" function of the Predator do exactly?

The Predator is equipped with a point defense laser system which destroys incoming enemy projectiles. This ability makes the Predator an excellent support fighter to help defend slower capital ships, such as the Battlecruiser.

Can the Radar Tower also detect invisible units even in Fog of War?

No. On the other hand, Sensor Arrays and Radar Towers do allow all Missile Turrets in its range to also detect invisible units within those Missile Turrets range.

Can the Thor defend itself against air units well?

The Thor unit can attack air units, although it has a relatively slow rate of fire. It is always still better to escort your Thor units with additional support units.

Can the Thor be attacked by the Missile Turret like the Colossus?
No.

Will phase cannons dissipate if they travel outside influence of pylon matrix?

No, phase cannons will not be destroyed if they travel outside of pylon power. However, phase cannons caught outside of pylon power will still be able to move but will also be stuck in energy form. They cannot redeploy until they are back in range of pylon power. Also, while in energy form, phase cannons have no shields and are extremely vulnerable to enemy fire.

When a player in a team game leaves will the computer AI take over? Or, will the remaining players be given control of that person's team?


Computer AI will not take over if your ally leaves in a team multiplayer game. Although, if you have allied control set, the player will be able to control their allys units after they leave.
 

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Batch 11-20


Batch 11

Will map sizes in StarCraft II be similar or larger than the maps in the original StarCraft?

Map sizes can fluctuate on a per-map basis, but generally the playable area on maps are about the same. The terrain cells were converted over into the new editor to proportionally match the original StarCraft (i.e. 128x128 SC1 is about the same as 128x128 in SC2 ).


Will StarCraft II Heroes have unique abilities?


Heroes will have unique abilities different from regular unit abilities. Heroes will be playable only for single player and will not be a part of the multiplayer skirmish experience.


Will the Terrans be weak to melee without the Firebat?

Dont worry, the Terrans will have plenty of other counters to melee units. Nonetheless, because we know there are so many people who do love the Firebat unit, it will be in the map editor.


Will Mutalisks attack still hit multiple targets?

Yes, the Zerg Mutalisk unit is currently designed to hit multiple units with a single attack.


Will a submerged supply depot still be able to be attacked? Will it have more hit points while submerged?


Yes, the submerged supply depot will still be able to be attacked, and no it will not have more hit points. The ability to submerge a supply depot is designed to allow units to move over them strategically. Players will not only be able to keep enemies out, allow friendly units to pass through, but they are also powerful roadblocks in separating incoming armies in

Batch 12

How useful will tier 1 units be in the late game?

As a staple of the original StarCraft, which we intend to carry over to StarCraft II, is that every unit has a specific role in that factions army. Every unit will fulfill a unique role, which complements the other units, some better than others of course. In subscribing to that idea, tier 1 units will be quite useful in late game as well as early. Many of the tier 1 units will be able to be upgraded to keep up with the later game units as well.

For example, the Terran Marine currently has 3 upgrades available to it, as well as its standard attack and armor upgrades. New upgrades such as the combat shields, increasing the Marines health will be important in having the Marine deal with later game units.


Can we expect units to replace the Reaver and the Soul Hunter?

Yes, we are always testing the addition of new units as well as the removal of older units. For instance, in our current build, the Terran Firebat is back in the game, as we test how he interacts with the new additions into StarCraft II. Of course, nothing is final though.


What was the reasoning behind axing spell X (lockdown, mind control etc)? (sclegacy.com)

As mentioned above in question 2, much like with units, we are also testing several new abilities for StarCraft II. If these abilities do not work as we would intend, it is always possible for a reintroduction of original abilities from the original StarCraft. We are constantly striving to improve and complement what has already been very successful with StarCraft for StarCraft II.


Will there be a black player color?

We have tried using black, but it was too difficult to differentiate units on the mini-map from the fog of war.


Will you be able to use custom army colors in the game?


In custom maps created through the Map Editor, players will be able to select any color for their factions. In multiplayer games, players will be able to choose between approximately 12-18 colors.

Batch 13

Are the Ultralisk making a return in SC2?

The Ultralisk figures heavily in our current plans, but as with everything else relating to units and balance, this is subject to change.


Will there be in game voice chat supported in SC2?

Yes, there are plans to implement voice chat into Battle.net, but details beyond that are yet to be announced.


What are the system requirements ?

We are still optimizing the game and do not have minimum system requirements yet. Nonetheless, StarCraft II will require pixel shader 0 and at least 128mb of dedicated video RAM.


Will we be seeing any hybrid units in StarCraft II?

We are planning to explore the mysteries surrounding the Xel'naga for the single player campaign. In the campaign you will encounter several unique units that would not otherwise be seen in multiplayer. At this time, you'll just have to wait and see.


Does the Thor burn out like Terran buildings if it is damaged?

No, the Thor does not burn down like the Terran buildings. It will be like the other Terran vehicles, which are able to be repaired by the scv.


Batch 14

Will there be Vespean Gas deposits that yield better rates, the same as yellow crystals?

It is very likely that there will be higher yield Vespean Gas deposits, though we are being very careful in balancing this, since gas collection is based on a more linear rate of collection (3 collectors) versus mineral collection.


What happens if you initiate the warp-in of a Protoss Stalker but the pylon providing power is destroyed before warp-in completes?

If you lose the pylon providing power for the unit warping in, you will lose that unit, and the purchasing credits will likely be refunded.


Could the Colossus be transported by the Phase Prism, since the Prism's crystal can turn any matter into energy?

Yes, the new Phase Prism now transports by changing the unit they wish to transport into energy, which is stored in the Phase Prism for transport. This allows the Phase Prism to be able to transport even gigantic units such as the Colossus.


What happens if a Terran Battlecruiser targets a Protoss Stalker with the Yamato Cannon but the Stalker blinks away before the shot is completed?

Currently, the shot from the Yamato Cannon will still track and hit the Protoss Stalker.


Will Dark Templars be invisible when warping in, or susceptible to attack for a few seconds before it fades out?


No, currently the Dark Templar will be invisible the instant it begins to warp-in, though of course we are still testing this for balance as it makes the Dark Templar quite strong in back door drops.


Do the bunkers have any visual indication as to whether or not they're occupied?


Currently the bunkers do not have any visual indications to whether it is occupied or not, but this is something we would like to change.


Batch 15

Can an upgraded command center be salvaged? Does it lose its mobility when upgraded to a surveillance station?

No, the command center cannot be salvaged, nor can it lift off after it is upgraded to a Surveillance Station (allows the use of the Comsat ability).


In StarCraft 1, when you cancel a nuclear launch that is in progress, you lose the warhead. Will StarCraft II make any changes to this setback?

Currently, if you cancel the nuke while it is firing, you will still lose the nuke. This outcome has not yet been finalized and may be changed in the final version.


Can a Ghost be equipped with both a Nuke and Drop Pod simultaneously?

Yes, any Ghost can launch either a Nuke or a Drop Pod, making the Ghost highly effective at responding to multiple battle circumstances.


Will "caster" units, such as the Protoss High Templar, have a regular attack, like Tassadar had in SC1, or will they only be able to attack through their spells?

Currently, there are no plans to give the High Templar a physical attack, though High Templar Heroes will have additional abilities beyond that of the standard unit. At the moment, the High Templar is one of best support units in the game, with the ability to cast a devastating Psi Storm or choke off crucial areas of the map with the force field ability. Once you've used up its energy, no worries, convert it into an Archon with another Templar.


Can Marines use the Stim Pack while in a bunker? What about a Ghost's snipe ability?


In the current build, abilities cannot be activated while inside a bunker, but you can activate abilities before entering a bunker. For example, if you activate Stim Pack on a few Marines, then enter a bunker; they will attack at the higher rate of fire from inside the bunker. The Stim Pack effects will still wear off as normal though.

Batch 16

Does the Time Bomb ability of the Mothership stop a Nuclear Missile (just like other missiles) when used on the area where the Nuclear Missile is about to explode?


The Time Bomb ability of the Mothership is designed to stop a Nuclear Missile if used at the right time, making a powerful counter in the hands of a skilled Protoss Player. This ability has still yet to go through the needed balance to make sure this is not over powering, but it is our intention to try and get that ability in the final version as designed.

In the UI there are little boxes just to the right of the minimap that have numbers on them. How exactly do these function? Different gameplay screenshots suggest different functionality.

I believe the small boxes you are referring to are the Control Groups used to select multiple units at a time, making it faster to give attack and move orders.

Does Drop Pads make new units or use this recruited before?


There are plans to have the drop pods be manually loaded with units created by the player, to better allow the player to adapt to their current tactical needs.

What was the design team's rationale in adding a second siege style unit (Thor) to the Terran race?

The Thor's role compared to the Siege Tank, is more of an assault unit rather than a siege unit. The Thor is much more exposed when attacking an enemy location, while the Siege Tank has a much larger range and is able to hit the enemy at a larger distance. The range of the Siege Tank has also been increased since the BlizzCon Demo.

How do the Yamato and Plasma Torpedo upgrade work? Do you have to research these things only once or will you have to pay for each battle cruiser?


Battlecruisers can be upgraded individually with either a Yamato Gun or Plasma Torpedoes, but not both. After the Battlecruiser is upgraded, it can then use that particular special ability as long as it has enough energy to do so.

"With MBS (Multiple Building Selection) and automine in the game, what macro-specific features are going to be added to make sure that the player always has as much to do on the macro side as he does micro? Will a player still be able to favor macro or micro according to his own style?" - FrozenArbiter


It is our goal to allow players to micro more vs. macro more. This is something that was great about the original StarCraft and it is something we want to maintain while we add new mechanics as well as interface features. We are still evaluating such features as automine as well as MBS. We don't have an answer for this at the moment, but we are working on it.

Batch 17


Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)?

Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise.

What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality?

Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possibly cut the unit.

Will there be any consideration of having an oceanic battle.net server?


Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented.

Will the Protoss Colossus be able to walk over Supply Depots like over cliffs?


This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we dont yet have a final answer.

An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity?
[/b]
I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II

How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking ?

No, the Colossus will not block a flying unit.

In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft.

Batch 18


Will doodad placement values increase? (ie, more than 25)

We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 25

Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.

Any limits on both regions and triggers will be at least in the thousands.

Will the new map editor include ALL the triggers in the program unlike Staredit?

Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI.

Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units).

I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release).

Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.

All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well.

When grouping units to a control group, how many units could be added to one group?

Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.

Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?

In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.

Batch 19

Will the Protoss be getting any mechanism for healing their units or repairing their buildings?

There are no plans to give the Protoss any healing abilities, especially since their shield regeneration rate when out of combat, is more than twice the rate of the original StarCraft.

With the new physics engine, can explosions affect surroundings? (like hurt or push units, destroy doodads, etc )

Explosions will not be able to push units, but they can destroy doodads. In fact, destroying certain doodads will be vital on certain maps, to get access to expansions or other strategic locations. Furthermore, explosions will not be able to push units because it would affect gameplay and balance negatively, in having units be knocked off cliffs, be stuck in unplanned locations, or ultimately have units disoriented where the player cannot control them.


How long does a unit typically take to make from concept to playable unit?


With a finished concept piece, it could take from a few days to a few months, to create it for the game. Much of this time depends on the priority of the unit amongst other development goals, as well as the iterations necessary to perfect the unit. The Zerg Baneling is an example of a unit that took only a few days to complete after the concept, whereas the Protoss Stalker has gone through several iterations, and has taken 4-5 months.


Are the units on the official site finalized, or is everything still up for grabs at this point?

We are still heavily in the development phase of StarCraft II, thus none of the units on the website are 100% final. We are also still testing out several new units, abilities, and mechanics, to create the most fluid StarCraft II experience.


What do the Protoss eat? (where do they get energy and mass?)

Protoss gain nutrition from sunlight, or at a pinch, moonlight (which is just reflected sunlight anyway) by absorbing through their skins. They can go for extended periods without absorbing sunlight. What little moisture they need is also absorbed through their skin.


Batch 20
Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-style direction changes?

We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut.


With the Reavers no longer in the game, will the Protoss have any units capable of performing brutal worker raids?

The Colossus is an excellent choice for worker raids, since it is able to attack from higher elevations, and can be transported by the Phase Prism. In addition, we are exploring some ideas for the Twilight Archon that would allow him to make devastating attacks on enemy workers.


Will there be a escort ship for Battlecrusier because Protoss have like many kinds of capital ships?

With the Predator unit cut, the Viking is now the primary Terran air to air fighter. In addition, the Viking no longer requires an upgrade to transform between a ground and air unit and is also built directly from the Starport rather than the Factory.


Will there be units who can trample opponents (such as an Ultralisk)?

Currently, there are no units that trample, but have discussed this idea as a possibility. Nonetheless, we also hit the dilemma of having a trample unit that is able to destroy enemy unit assets far beyond its own cost of the trample unit, with relatively little micro.


Will siege tanks be able to shoot at targets in the fog of war picked up by sensor towers, but not yet confirmed by visual sighting?


No. Siege Tanks will only be able to hit targets within visual range. In addition, Siege Tanks firing from the fog of war, such as on an unseen cliff, will not reveal its location from the fog of war to its enemy, thus will not be able to be return fired upon.
 

Miz

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Batch 21 - 30


Batch 21


Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III?

At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game.

Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function?

These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous RTS titles, as well as other titles in the market.

Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft?

The StarCraft II storyline will continue 4 years after the events of Brood War.


It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse?

We would also like the mouse to be viewable in saved replays, however, it may be more likely that well have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay.

When grouping units to a control group, how many units could be added to one group?


Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.

Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?


In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.


Batch 22

Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?


Yes terrain texture is mixable now. Also tilesets are also mixable. Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units?

Yes, all of these features will be supported.

Will maps be larger than 256x256?

The maximum map size will still be 256x256, and we have no plans to increase that.


Will the new map editor support locking maps? People hate losing credit for a map.

Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.

Will the new map editor support "square" terrain building as well?

Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.

Batch 23
Will the Campaign have as many videos as the original Starcraft?

There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II's single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft.

Is the ghost unit going to be able to use the EMP Shockwave and -within short time interval- the Nuclear Strike as well?

Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points.

Will the Ghost's EMP affect building shields and energy?

Yes, the Ghosts EMP ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its EMP ability due to balance.

Will there be some sort of wall structure in StarCraft, for any of the races?

Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor.

Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion?


No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group.
Batch 24

Will there be a way for fan sites to parse replays uploaded to their website so they can pull information such as race, player names, map, etc.?

Exact details have not been finalized, but we do plan to create a much more robust way of being able to search and share replays in game.

The Soul Hunter was considered a good counter unit against the Zerg; why did you remove the Soul Hunter from StarCraft II?


There were a couple of reasons, but one of the more important ones is that it was difficult to make it easily readable in big battles when the Soul Hunter had upgraded. Another reason is that this unit was way too targeted against the Zerg, since they have so many low hit point units, as opposed to other factions.

Has the Merc Haven been removed since the Reaper is built from the Barracks? If so, whats replacing it (if anything)?

The Merc Haven has been brought back in for the current build. It currently needs a Factory as a prerequisite, and is a prerequisite building to build Reapers from the Barracks.

Will "Unlockable Content" be included with the game, such as Art Packs, Secret Maps and Missions, Extra Units, and Special Sounds and Movies?

We are exploring the possibility of having various types of art unlockables, which may include some in-game decals.

Is it possible to build Phase Cannons, turn them into energy and then move them across the map to your opponents base or an expansion, redeploying them using a Phase Prism?

Yes, this tactic will be possible.

How does a Zerg Overlord fly?

To fly, the Zerg Overlord uses gas sacs (filled with helium) combined with a weak telekinetic psi-ability for lift and motive power.

Batch 25

Does the Nomad have all the abilities an SCV has? (Of course it has its own abilities, but it would be interesting to know if you can at least temporarily replace lost SCVs with Nomads in a game.)


No, Nomads will not have the abilities of a SCV. The buildings a Nomad will be able to build, will be unique to the Nomad unit. And you cant gather resources with a Nomad.

How will damage against Protoss Shields be calculated with the new damage bonus system?

Protoss shields will take up the characteristics of their normal armor type. For example, if a Protoss Zealot with light armor gets shot by a Terran Ghost with plus light armor damage, the Zealots shields will also take that light armor bonus damage. On the same note, if a Protoss Colossus were to be hit by a Protoss Stalker with bonus damage towards armored unit, the shields would also take that additional damage.

Artwork and rumors about SCII have shown Terran cities like Augustgrad. Will Starcraft 2 contain building doodads as seen in the original artwork (ie. skysc#@!&rs, homes, etc)?

Yes, many of the original iconic doodads will be recreated for StarCraft II.

Can the shadow ops contain "one nuke and one drop pod" or "any 2 of nukes and drop pods"?


Currently, the Shadow Ops can contain both a nuke and a drop pod at the same time, but will not be able to contain two of one type within a single Shadow Ops building. Drop pods can be loaded with 12 infantry units of the players choosing. On certain maps, a fast expanding SCV drop pod strategy may prove highly effective.

Will the native resolution of Starcraft 2 be widescreen or 4:3?


The plan is to have both of those resolutions supported, along with everything between 5:[/b]4 and 16:9. Larger screens will have slightly more viewable range than a smaller screen, but from our tests, the differences will be very minor.

Batch 26

Do Protoss warriors actually die? What is the blue flash when they die?


In the chaos of the battlefield, Protoss warriors fight with tremendous power and grace, but even so, they can be mortally wounded. Then the Protoss' foes often bear witness to a startling sight: the injured Protoss disappears in a bright flash of light. Such a vision has caused primitive races to quail in superstitious fear, and yet it has no supernatural cause. On the contrary, it is merely the result of teleportation, which is one of the chief strengths of Protoss technology. Protoss warriors typically have teleport mechanisms built into their armor. If the warrior is sufficiently injured, a properly functioning mechanism will automatically teleport the body to the nearest safe haven.

A Protoss warrior who is badly injured but still living may be placed in a dragoon--or latterly an immortal--shell to continue to fight. This is the choice of the individual warrior. Some warriors elect to shoulder the burden of remaining among the living instead of joining the sum of Protoss lives embodied in the Khala. It is worthy of note that the lives of individual Protoss that have passed into the Khala are no longer coherent entities, and the Protoss cannot speak with their dead per se. However, there are memories and strands of experience that can be accessed. Only the most skilled Protoss preservers can locate and follow specific desired strands of knowledge. The tremendous value of preservers comes from the fact that they carry within themselves and can access the sum total of Protoss experience at an individual level.

Will there be more ways to give energy(mana) to a caster?

Protoss casters will have an ability to transfer energy from one caster to another. This ability will allow for a lot of micromanagement opportunities to maximize the amount of energy to a single caster, for the maximum number of special abilities casted.

On what kind of energy are based Protoss shields? If they are based on PSI energy, how can be possible for a Terran EMP attack to drain their energy?

Protoss energy sources are highly esoteric because their starting point was the Protoss' use of their own psionic powers to protect themselves; to charge their tools and weapons; and to make, manipulate, or meld matter. Over time technological advances have enabled the Protoss to mimic these psionic processes to the extent that the Protoss can now construct inorganic devices to tap into the same universal processes to power shields, drives, weapons, and robots. Thus, for example, the energy field projected by a pylon that powers Protoss structures cannot truly be called psionic in nature, just as the shields protecting a zealot are not purely technological constructs. Rather, the two processes are so closely interlinked that they are almost the same. As a result, Protoss power sources and particularly their shields are vulnerable to disruption by technological means such as EMP weapons. Similarly such power sources can be restored or recharged from artificially stored energy.

Are you planning to make another statue, for example, statue of Kerrigan?

We are planning to fully explore the high end collectibles realm with plenty of StarCraft II merchandise, and yes, there are projects already in the works.

Batch 27

1) How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool?



The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft III, and we really want to continue to support and encourage this community.


2) Terran in StarCraft 1 had a very interesting dynamic in that the optimal strategy combating a Zerg would require large amounts of infantry and science vessels, whereas Protoss would require a large amount of factory units, leading to more diverse gameplay between the two matchups. This dynamic existed in mirror matchups as well - Goliaths, Battlecruisers and Wraiths were very useful in Terran vs Terran, but are rarely seen versus Protoss and Zerg (with the exception of Goliath vs Carrier).


Protoss and Zerg also had this trait - Protoss would often need large amounts of Corsairs, Zealots, and Archons to combat Zerg and a large amount of Dragoons, Arbiters, and Carriers to combat Terran, skipping zealots entirely until the speed upgrade is done. Zergs would frequently use Hydralisks versus Protoss, but would always immediately morph them to Lurkers vs Terran until Plague was researched.

For some people this was viewed as a positive aspect of SC, others are frequently disappointed that Terran cannot realistically integrate marines into their strategy vs Protoss and so forth. What style of gameplay is StarCraft II looking to attain - will each of the 9 different matchups play in a unique fashion with less viable strategies overall, or is the game looking to ensure that every unit has a useful role against every race?
- Zanno

So far StarCraft II plays similar to the original StarCraft in that different matchups require a different unit mix. On the design team we enjoy this type of gameplay and prefer to have players use different strategies and different units against different races. Our goal is that every unit will have some use against each race, but that players will tend to prefer certain units against certain races. We are going to strive to make sure that no unit is completely worthless against any one race but there will definitely be better and worse choices depending on the enemy race, strategy, the map, and your start position on the map.

3) In StarCraft 1 the basic tier 1 units were balanced against higher tech units almost equally by their unique role within each race as they were by unique unit upgrades and a greater benefit from the standard upgrades.
How much effort are you putting into making lower tech units viable higher up in the tech tree in ways other than upgrades that just makes them a "better unit" such as hit points and damage?


(This question is brought up because of the Terran Marine +HP upgrade which IMHO is really cheap)
- CuddlyCuteKitten

We are putting a huge amount of effort into making sure that the tier 1 units are useful throughout the game. We are also putting a large amount of effort into trying to get as much mileage as we can out of each of our upgrades so that upgrades really change how you can use a unit (but without fundamentally altering its role). The Marine is an example of a work-in-progress unit. We think the shield looks cool, but we are still working on how it will affect gameplay. Actually, in current builds Marines+Medics+Stim are so powerful that the shield is not that necessary in a lot of matchups.


4) Some new maps used in the pro scene for StarCraft have started to include permanent spells like "Dark Swarm" and "Disruption Web" as a part of terrain. Are there any plans to allow this as a kind of special terrain by default or allow map makers to add it as a special attribute to some sections of the terrain?
Examples would be areas with decreased movement for some or all units like shallow water, terrain making units immune to missile fire like dark swarm or terrain making the units unable to fire like web.

If you plan to include it will it be usable on melee maps or UMS only?
- CuddlyCuteKitten

Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.

Batch 28

1. I noticed the Stalker "Blink" ability looked as though it was on a cooldown (similar to many abilities in World of Warcraft). This seems appropriate for some abilities, but is this restricted to the Stalker or will other units have abilities on cooldowns rather than energy? (Battle.net Malorn)

Currently, the Protoss Stalkers Blink ability is on a 15 second cooldown and is one of the only abilities that do not require energy. One of the reasons this was done for the Stalkers Blink, was to make sure that players wouldnt have the problem of having only part of their Stalker army blink up on a hill with some left behind. The Protoss Phoenix also carries an Overload ability, which is based on a cooldown timer rather than energy. Whether the Stalker or the Phoenix will use energy or not, will be mostly determined through much more balance testing.

2. The Thor now is anti-aircraft unit, but will it continue to have surface-to-surface attacks?


In the current build, the Thors role has been changed to exclusively hit ground units, putting the transforming Viking back in the primary role as an air to air fighter. The Terran Viking is also now built from the Factory rather than the Starport.

3. In the original SC, powers like Irradiate and Psionic Storm affected cloaked units and killed them even if you couldn't see them. Will the Phoenix's Overload ability target cloaked units as well?

Yes, the Phoenixs Overload ability does affect cloaked units, such as Terran Banshees. The Devs are all for these types of soft counters.

4. Does energy regenerate at about the same speed as in normal SC? Since the game goes faster, has that been speed up too?

Energy regenerates at the same speed as the original StarCraft. At the fastest game speed, both StarCraft II and the original should feel the same in terms of speed.

5. Now that the Force Field ability has been moved to the Nullifier, what other abilities does the Templar have? Does he still have Hallucination?

The Hallucination ability has been cut from the High Templar. Instead, it will have an Anti-Gravity ability in addition to its classic Psi Storm ability. This ability will allow a High Templar to lift up buildings and units in the air, disabling their movement and attack, while also making them an air target. This ability can be cast on Supply Depots blocking choke points, as well as incoming Thors, or other threatening units. This has been the first ability the Devs have been comfortable with, in giving players a real choice to be made, to use Psi Storm or the Anti-Gravity ability. This ability is still being balanced, in terms of the duration units and buildings will stay in the air, energy cost, and if it will be a channeling spell (which means the High Templar will be unable to move or cast other abilities while casting the Anti-Gravity ability).

6. Will there be an icon on the left hand side of the screen to alert the player of idle workers?


Yes, we currently have the ability to select idle workers built into the UI.
Batch 29
1. Do the Terrans currently have a purely dedicated anti-air unit filling the role of the Wraith and Goliath?

No, the Terran Viking is currently their primary anti-air unit, which is built from the Factory. The Viking can currently shoot both ground and air when in ground mode, and is able to transform into an air to air fighter, for better mobility and economy raids.

2. Do the Auto Turrets built by the Nomad attack randomly like the bunkers in the original StarCraft or will the player be able to choose the target similar to the Missile Tower?

Auto Turrets can be controlled by the player as if it were a stationary unit. You can both group them and focus fire with them. When they are not given an order, they will fire at the nearest enemy within range.

The Nomads second construction option, which is the Mine Drone, will not be able to be controlled by the player as easily. The Mine Drone is a stationary defense structure, which places four mines around it, and then immediately cloaks both the mines and the structure. Similar to the Spider Mines from the original StarCraft, these mines will wreck havoc on an incoming army without the ability to see cloaked units. The mines does a base damage of 50 plus an additional 50 damage to armored units. On top of that, the Mine Drone replaces the mines after they detonate, temporarily revealing the Mine Drone structure. Similar to the Auto Turret, both of these structures will cost energy to build from the Nomad, and will have a very minimum setup time.

3. With the Reaver removed, and his siege role moved to the Warp Ray, what will take his splash role?


The Protoss Colossus now has a linear splash damage beam attack, which blazes enemies in a horizontal area of effect, from where the Colossus is facing. Like all area of effect attacks, the Colossuss beam is excellent at annihilating close groups of M&Ms (Marines and Medics) and mass Zealots.

4. With water featured on some of your maps, will this allow modders to try new game ideas that may make use of water?

This should be possible, though much of this experimentation will have to be left up to the modders. I am sure there will be amazing mod creations the community will come up with.

5.What is the status of StarCraft IIs AI?

StarCraft IIs AI (artificial intelligence) is definitely superior to Brood War in many ways, though most notably, the AI does a great deal more of scouting, and makes decisions according to what it has found during those scouting missions. Unsuccessful scouting missions, similar to what a player might experience would tend to lead towards a more standard type of army build or continued scouting.

Batch 30

1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile?


This should be possible through customized ability data and/or triggers.

2) Will we have selectable male/female of every unit?

No, we don't have plans to include male and female versions of each unit.

3) Will we have the option to give players the option to change weapons in-game?

While we don't have any plans for a specialized interface for this, it would be possible using the highly flexible ability system.

4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns?


Yes, we do plan to support multiplayer campaigns and linked maps.

5) Will all buildings stand alone and also can we have the ability to disable tech trees?

The tech tree will be fully configurable through customized data and/or triggers.

6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory?

Yes, the tech tree and upgrade system will be fully configurable from the editor.


7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location?

Yes, there will be extensive AI scripting support.

8 ) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location?


Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers.
 

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Batch 31-40

Batch 31

1. How will Marines mount into a pod? Is this done via the barracks, or an entirely unannounced building, or Dropship-like airship yet to be revealed?

Terran infantry currently load into the Shadow Ops building (prerequisite for the Ghost). A Ghost can then launch drop pods, which originate from that building.

2. Can a player order a Ghost in a Bunker to call Nukes and Drop Pods?

Yes, Terran infantry currently have all abilities except the SCV repair ability available for use while inside a bunker, including the use of Nukes and Drop Pods.

3. What spells are specifically affected by the Nullifiers ability? Will physical spells like the Marines Stim Pack, the Ghosts Nuke, or Reaper Mines be disabled? Also, will spells cast before entering the area (I.E. Ghosts cloak) be disabled upon entering the area?

Only abilities which require energy usage will need be unable to be cast while in the Null Voids area of effect. Additionally, the Null Void ability will disengage cloak by units such as the Ghost. It also currently reveals burrowed Zerg units, but this is still being debated in terms of balance.

4. Last we heard, Veterancy was active for the Terran but we havent heard anything about it since and are quite curious is it still in the game?

Veterancy will likely be seen in the single player campaign, but will not be in the multiplayer game.

5. In StarCraft, some units had instant attack animations (Corsair, Mutalisk, Vulture). This allowed people with good micro to make these units move and shoot. In contrast there were units that had an attack animation which required the unit to stop and shoot. This allowed people with good micro to dance (move, shoot, move shoot, maximizing the distance travelled without the unit losing any shooting time). In Warcraft III, units tended to have attack animations which took as long as the cooldown for the attack, making micro actions such as these non-existent.

Will units in StarCraft II have attack animations that last as long as the cooldown for their attack, similar to Warcraft III? or will players be able to dance (moving in between shooting) like in StarCraft? Also, will there be any units with instant attack animations that can be micromanaged to move and shoot like in StarCraft? -Fen / GenericTerranPlayer

Balance will be the first priority when determining the animation duration for units. With that said, there will be certain units that players will be able to dance with, and there will be other units which will force the unit to stop and fire. Some units in StarCraft II will not only need to stop and fire, but will do additional damage to a target while it focuses. All of these characteristics which determine how a unit will be used in competitive play will be chosen based on balance.

6. When a unit is cloaked or burrowed, can the sensor tower still see the unit in the fog of war? DarkAlaskan

Yes, the Sensor Tower will reveal all units in the fog of war, including cloaked and burrowed units. Sensor Towers are currently a staple to any Terran defense or offensive.

Batch 32

1. Will allies be able to use each others transport/teleportation methods? Marines in Overlords, Zealots in Nydus Worms, etc.. ?

Many of these questions are still being debated within the development team and the final decisions will ultimately be determined through balance. Nonetheless, classic abilities, such as heal by the Terrans, will be usable on allies regardless of faction.

2. Does the Anti Gravity spell work for your own units? In other words, can you use it to lift up buildings to protect them from an early wave of Zergling?


Yes, the Anti Gravity ability can be casted on friendly units and buildings. Also, the Anti Gravity ability has been added to the Nullifier, as the ability has proven much more effective in the earlier parts of the game. Nonetheless, this is still being tested and is subject to change.


3. What happens to units who are under a flying building when it falls down? Can you build a building under the building that are flying? and if that is the case, what happens to that building that it is landing on? Get.Yourgun


This is actually a notable design challenge the development team is currently facing with the Anti Gravity ability. Currently, players are not allowed to build buildings under the floating object. When the object does land, it will land on top of whatever unit is under it. For example, if a Supply Depot is lifted up by Anti Gravity and it lands on a Marine when the ability duration is over, it will indeed land on the Marine (but will not cause damage). The Marine can then move out from under that building in the direction of that players choosing. The details around Anti Gravity are still very much in testing. As this is a new ability, many of the details are not finalized.

4. In StarCraft many glitches and near-bugs were discovered with the years passing. Many of them are used regularly and changed the game (Mutalisk stack, patrol-attacking, mineral hopping, Lurker hold, etc). This is and was even more true for other games (bunny hopping in quake or through-floors dmg, etc) and it became part of the identity of the game that people knew about those glitches, learned and mastered them. They became important aspects of the game.
Will any of these bugs make an appearance in StarCraft II, but as intentional features?


Yes, certain unit characteristics like the firing on the move dynamic of the Mutalisk, as well as stackable flyers will be in StarCraft II. Some of these characteristics may not feel completely the same, as it is a bit tougher to get flying units to stack, it will still be possible. Although it is important to note that not all of these characteristics will be making it back to StarCraft II, there will be plenty of opportunities for players to find new ways to use the units of StarCraft II in creative ways similar to the original.

5. What are the duties of the Blizzard eSports team, and how much will they be responsible for promoting Starcraft II as and eSport?

The eSports team is responsible for developing Blizzards presence in the increasingly popular eSports scene. Their duties include the planning and operation of Blizzard tournaments around the world in places such as Asia, Europe and the United States. They also provide third-party support for the eSports leagues that host both online and live events using Blizzard titles. Additionally, they help provide balance feedback to our development teams based on interaction with professional gamers and response from the eSports community. They will have an integral role in promoting StarCraft II as an eSports as they have done for the previous Blizzard titles.

Batch 33

1. What upgrade type (assuming these are returning) is the Viking using? Vehicle or ship? (Or perhaps infantry?


The Viking is built from the Starport again and will use ship armor rather than vehicle armor.

2. What will Zerglings be able to do against new Jackal?

Attacking Jackals efficiently with Zerglings will take a bit of micromanagement, making sure that Zerglings are spread out or attacking from different directions. The Jackals hit points have also been reduced from 125 to 75 with a slight increase to their speed. This will make them more vulnerable to Zerglings if you can get them close to surround the Jackals.

3. If a unit is being produced at a Protoss building while it becomes unpowered, does it continue production or pause until re-powered?

If a Protoss building becomes unpowered, all production including research at that building will pause until re-powered.

4. In lieu of the Nydus Worm, will the Zerg Overlord maintain its "Ventral Sacs" upgrade? Will the Ultralisk have any sort of unit carrying capacity?

Currently, the Overlord's original Ventral Sacs ability has been taken out. With the introduction of the Nydus Worm, the Zerg will have more than enough mobility to keep their enemies on their toes. On that note, the Ultralisk will not be able to carry units.

5. To what degree will StarCraft II allow for remapping - limited remapping a la Warcraft III, or complete remapping of key bindings?

We are planning to support key-mapping for StarCraft II. The extent of the ability for remapping keys is still to be determined. Even in current experimentations, we have found that there are often many issues with conflicting key bindings as there are very few open unmapped keys to be swapped in and out.
Batch 34
1. An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so?

All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?


Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.

3. The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic?

The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.

4. There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well?


The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.

5. Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity?


Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.

6. What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)?

The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesnt produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.

Batch 35


1. Do Banelings damage nearby friendly units when they explode onto an enemy target?


No, in the current build the Banelings do not damage friendly units caught in the splash. The splash damage does cover its area of effect range evenly, doing the same damage to enemy units throughout the whole area.


2. When a Nydus Worm is detected, is it possible to shoot it down while it is traveling?


Yes, having detectors in strategic places will keep you from being surprised by an unexpected Nydus Worm showing up in your base.

3. Does the Nydus Worm, a ground unit, move through open space?

Yes. We dont know how we are going to make this look yet. When we come up with a visual solution we are happy with we will show it to the community.

4. Can Zerg buildings be infested, and if so, what units are produced?


Zerg buildings cannot be infested. It is planned that infested Protoss buildings will produce an infested Protoss unit that will play differently than the infested Marine.

5. Will be there such doodads like customizable light or shader?


Yes.

6. The first screenshot listed in Karune's 33rd Q&A shows what looks like the Mothership's Black Hole ability. However, it was said that the Black Hole was removed. Does this mean the ability has returned in the current build?

As mentioned before, the state of many of these units are always changing. In the current build, the Mothership has become more of a support unit with increased hit points and decreased speed. The Mothership now allows Protoss Gateways that have converted to Warp Gates to be able to warp units straight to the Mothership. The warp-in mechanic (which cannot be queued) has also been tweaked to allow Protoss players who use it to get a slight time decrease in unit production as opposed to queuing units traditionally at the Gateways. In other words, the cooldown timer on warp-in doesnt take as long as the build time for units at a Gateway.

Furthermore, the Mothership will also have the ability to transfer energy down to casters below it, such as Templars. Both the Time Bomb and Black Hole abilities have been removed

7. Will Phase Cannons be able to rematerialize on an allys Pylon Power, or an enemys Pylon Power for that matter?

Phase Cannons are no longer able to move in the current build.

8. Is the Tauren Marine going to be included in the StarCraft II map editor?

Yes.

Batch 36

1. Do Protoss Immortals get killed when a Nuke explodes next to them(seeing as the Hardened Shield blocks all high profile attacks and that a Nuke is definitely a high profile attack)?

In term of units, the only units that will be able to survive a Nuke will be the Protoss Mothership and Immortals upgraded with Hardened Shields. An upgraded Immortal will take 10 damage from a Nuke. To all other units, the Nuke will do 800 damage, thus making it much more powerful than the Nuke in the original StarCraft.

2. How powerful is the Roach's regeneration ability? How much time is needed to regenerate from 1 to full hp?

The Roach currently regenerates 15 hit points per second, allowing it to regenerate to full health in 6 seconds. In countering Roaches, a player must either micromanage the battle to make sure they are focus firing on each Roach one at a time, or they have to bring in high damage units such as Siege Tanks or Archons.

3. Are Overseers any tougher than Overlords?

When an Overlord evolves into an Overseer, it will gain a speed bonus, passive detection, the ability to generate creep below it, and the ability to corrupt' resources to make it more difficult for opponents to gain access to them. Furthermore, when Overseers sit in the same spot, over time its visual range will increase (but not its detection range).

4. Is it worth it to build a Terran Reactor Add-on since the benefit of doubling your queue list is not that useful, as it is often a bad idea to have your queue full?

Yes! The Terran Reactor doesn't just double the size of your queue list. For a mere 50 minerals and 50 gas cost for the Reactor, that Barracks, Factory, or Starport will have the ability to create two units simultaneously (assuming that unit doesn't require a tech lab add-on). Most of the time, building the Reactor will be worth it, rather than building a second Barracks, Factory, or Starport. Not only will you be able to build from a single building the production of two normal buildings, you will be able to salvage that Reactor if needed to get 100% of the cost back. Being able to salvage allows for quick tech shifts or evacuations.

5. Will there be different building textures resembling the actual terrain? (in Warcraft 2 the buildings were snowy on the winter maps)


This is something the art team would like to do, though it will ultimately come down to time. There's a lot of art work still left to do, such as their current task, which is putting the finishing touches on the Terran Marauder amongst several other units. On the Marauder, players will be able to see many intricate animations for both the weapons and their power suits.

6. Did the High Templar's Hallucination ability undergo any changes due to the introduction of new tough units, such as Thor or Colossus?

The Hallucination ability did not undergo changes because of those new units, but it did get significant buffs since the original StarCraft. First off, hallucinated units still have the same hit points as the original unit, but take double damage. Furthermore, the duration the unit lasts for will be around 2-3 minutes, which will be significantly longer than the original StarCraft. On top of that, to hallucinate a unit only costs 40 energy, which is much cheaper than the original StarCraft's cost of 100 energy.
Batch 37

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

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?


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?


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?

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?

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?

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.

Batch 38

1. If the Roach is hit by any spell like "plague" or "psi storm," something that reduces hit points per second, will this be negated by its HP regeneration, or result in fewer hit points gained per second for the duration of the spell? (sclegacy.com)

To clarify, a Roach regenerates at a set rate and Psi Storm does a set amount of damage at intervals in the area of effect. Put that Roach under a Psi Storm in the current build for the full duration and the Roach will have approximately 50% of its original health after the Psi Storm is over. With a new upgrade ability at the Hive which allows the Roach to have an even more increased regeneration rate, the Roach will emerge from a full duration of Psi Storm at approximately 80% of its original health.

2. Will Starcraft 2's heroes showcase new models for each hero, or will SCII follow in SC:BW's footsteps, leaving heros as normal units with improved stats? (starcraft.org)

StarCraft II Heroes will have unique models in game, which will be different than standard units.

3. Will the ranking/experience system that Terran units used to have be available in the Map Editor as on option in Starcraft 2? (starcraft.org)

We will try to have this feature in.

4. Will it be possible to change (cancel, tie up, etc.) alliance during multiplayer game? (starcraftcz.com)

Yes, players will be able to have all the original diplomacy features as the original StarCraft and possibly a few extras in regards to controlling units and spending ally resources.

5. Will StarCraft 2 feature new map tile sets and will any from StarCraft be removed? Reiko.Cry (wgtour.com)

Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set.

6. What creature did the Zergling gain the inspiration to evolve into a Baneling from?
(starcraft2.com.au)

The idea of the Baneling didnt actually come from a certain creature. In actuality, it started from the need of something to fill the role of a ground-based, area-of-effect, suicide unit. To give added versatility to the Zergling, they had the Baneling evolve from the Zergling at tier 1 in current builds. For a suicide unit, the art team then took that idea and created a creature with huge sacs of volatile liquids, which you can see on the Banelings in StarCraft II screenshots.

7. Can you provide more details on the Reaper's mine ability? How much damage does it do? Is it effective vs. both units and buildings? Is it detectable without stealth detection? What's the cooldown on it? - Solesteeler (teamliquid.net)

The Reapers mines currently do 30 damage plus 30 additional damage to armored units (including buildings). These mines are not stealthed, have a 30 second cooldown period between uses, and are definitely small enough to make focus firing on them very difficult. In the current build, an upgrade is needed to allow the use of mines by Reapers.

8. Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep? Elsoron (battle.net)

Yes, they are able to move and plant themselves outside of the creeps boundary. Keep in mind that all Zerg buildings not in the boundaries of creep will slowly degenerate and eventually die. Creep which moves into an enemy base will also damage enemy buildings at a slow rate as well, allowing for new types of creep pushing strategies in StarCraft II.

9. Will the Map Editor support letters from non-English alphabets (ó, ű, ő, ú, á, é, etc.)? (starcraft2.hu)

Yes, these characters will be supported.

Batch 39

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? (battle.net)
-Ragnarok_X

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? (battle.net) DrakeClawfang

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. (battle.net) DrakeClawfang

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

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?
(battle.net) -cS)beta

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!

Batch 40

1. 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? (gamereplays.org)

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.

2. Battlecruisers do employ more than one gunner right? So will they be able to attack both air and ground at the same time? (sc2pod.com)

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

3. What happens with the units inside a Nydus Worm if it gets killed? Considering it can carry 255 units, would they all die? (sc2pod.com)

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.

4. 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. (starcraft2.4players.de)

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.

5. Why were Plasma Torpedoes added to the Battlecruiser when the Banshee has virtually the same attack? (starcraft2.com.au)

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.


6. 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?
(broodwar.de)

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.

7. If a Zerg player corrupts a Dropship/Medivac, will they get control of the units inside? - Luddite (teamliquid.net)

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

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Batches 41-48

Batch 41
1. 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? (sc2pod.com)

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.

2. What are the current stats and build times for the Queen defensive buildings? (starcraft2forum.org)

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

3. 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? (starcraft2.4players.de)

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.

4. When the Zerg Sunken Colony is uprooted and on the move is it more vulnerable to enemy attack? (www.starcraft2.com.au)

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.

5. 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? -lepape (teamliquid.net)

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.

6. 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? (sclegacy.com)

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.

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.

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? (Starcraft 2 Forums)

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? (Team Liquid)

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.

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.. ?(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? (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?(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? (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.

Batch 45

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

2. Are there abilities that remove creep? (TheWarCenter)


The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

No, they do not apply to air units or drones.

4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

Chat with Devs (Batch 45)
Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Hallucination
The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Queen Spawns 3 Mutant Larva

The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

Weekly Blue Roundup (Batch 45)

1. Warpgate’s warp-in (Theoblivion, USWest)
Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.


Karune said:
Only Gateways can be upgraded to Warp Gates. Gosh...warped in Carriers/Void Rays over an enemy base would be OP! -Karune

2. Reapers and Marauders (Battlenuts, USEast)

Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
Seems like lings take out reapers well
http://www.gametrailers.com/player/41334.html
what are the large walking units in this video are the marauders?

Karune said:
Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.
Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen. -Karune

3. Colossus (Communitysc, USEast)
There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources...

So I want to ask...what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?

Karune said:
In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus. -Karune

Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?

Karune said:
Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.
I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield. -Karune

Karune said:
But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at. It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree. -Karune

4. Molecular Displ. & Seismic (Gearvosh, USWest)

So even though I went to Blizzcon, theres still 2 abilities im not sure of.
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?

Karune said:
The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

Stats are of course all subject to balance.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself. -Karune



5. Medivac (From the Poll: What do you think about the Medivac?)


Karune said:
The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it. -Karune

6. Targeting Drone (Shaolin_bboy, USEast)

And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)

Karune said:
Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around. -Karune

7. Stalkers (Crazyjimlizard, USWest)
When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.

Karune said:
Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced. -Karune

Batch 46

1. In StarCraft II, will there be friendly fire? – Xigon(Battle.net)

Yes, friendly fire is still available in StarCraft II. You can take out cloaked units attacking your base by using friendly fire on your own unit and giving splash damage to cloaked enemy units, which has been executed by many players in the original StarCraft. For example, if you play Zerg, you can kill Dark Templar attacking your Hatchery, by targeting your Banelings to attack your Hatchery near the invading Dark Templar.

2. Trilogy is Beginning, mid and end, or is it the same story told from three points of view? – Lolod(Battle.net)

The stories will be sequential. The Zerg story will begin from the end of the Terran story, and Protoss story will begin from the end of the Zerg story.

3. Are there any special animations for units which are standing around doing nothing for a long time? (StarCraft 2 Source)

There will be multiple animations for units which are idle.

4. What is the optimum procedure for the new gas mechanic? Should a player mine both gases at the same time and cycle the inactive workers (when the geyser goes down) to the minerals? Or should a player mine only one geyser and alternate the workers between the two? (StarCraft 2 Forums)

It totally depends on what your strategy is in the game. For example, you can mine two at the same time and double up your gas supply to build up certain armies or tech up very quickly. Or if you need more continuous and stable gas supply for your strategy, you can switch off your workers between the two gases with your micro-controls.

5. What Protoss unit is now the best option to counter mass enemy air units? The Phoenix lost its overload ability which was really the only Protoss splash damage option other than Psi Storm. (StarCraft 2 Forums)


Against Zerg’s mass air units like Mutalisks, Archons and Psi Storm are still the best counters. Against Terran’s mass air units like Vikings and Banshees, Protoss can still use Phoenixes and focus fire. Vikings currently do additional damage to large ships, rather than light armor.

6. What kind of damage do spells deal? Is there a type “Spell” or don’t they have any specific attack type? (StarCraft 2 Source)


There isn’t a specific “spell” type of damage, but some do additional damage to current types already in the game. For example, Ghost’s Psi Round deals an additional 40 damage to Psionic units. There are ‘special’; cases though as well, seen when Psi Storms instantly kill Hallucinations and when a Yamato Cannon will not activate an Immortal’s hardened shields.

Chat with Devs (Batch 46)
Chat with Devs: StarCraft II is definitely evolving to be even more intense than the original StarCraft, with the increased mobility of units with cliff traversing abilities, as well as new transport abilities. In response, the development team has buffed up the Terran Planetary Fortress to have splash damage as well, which has proven to hold off decently against raids now, especially with your SCVs fixing the command center at a very high rate.

As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

Weekly Blue Roundup (Batch 46)
How useful Archon have in SC2?
I've heard they lost their splash damage and they lost Feedback ability for longtime ago even the Archon have thier splash damage but what improvement Archon have from SC1 ? Against Terran , Archon easily defeated by ghost. Against Zerg , Does Archon still have splash damage?
Now the protoss have Immortal with High HP equip with Harden Shield and have longer attack range
I think Archon need buff :/ (Pondpond, USWest)

Archons still have their splash damage and are still quite the beasts they were in the original StarCraft. There is no better feeling than watching a group of Archons instantly pop a stacked group of Mutalisks.

Question on Zerg
I read this interview about mbs. They said let's say you have 3 baracks in one group. You have to press m three times to get 3 marines. Now, let's say I have 3 hatcheries in one group, do i have to press z 3 times for lings,
or do i have to press z for each larva=9times? (Shaytan, USEast)

If you have three Hatcheries in one group, press your group number and hit 's' key, you will select all your Larva of three Hatcheries.
And you can hit 'z' as many as you want them to morph to Zerglings.
If you have nine Larvas, you need to hit 'z' nine times to morph all of them to Zerglings.

Batch 47

1. In the original StarCraft, most air units can move and fire, vultures have fast rotating times and can shoot backwards and run forward instantaneously with enough micro. In StarCraft II, there have been some concerns from players who have played the game, that the unit movement animations are getting in the way of micro. Will such animation cancelling techniques still be possible in StarCraft II? - Team Liquid

Both macro and micro-control are very important in StarCraft II as well, and when it comes to micro-control like Vulture’s moving and shooting in the original StarCraft, it is still possible to focus on micro control with the units.

For example, Mutalisks can fire while moving, with micro. And certain ground units, like the Marauders with the slow attack or Roaches with fast regeneration, benefit greatly from moving and shooting, but they still need to stop to shoot. The Hellion is also interesting, because the Hellion is a unit that has high burst, long delay between attacks, splash damage type, as well as a fast movement speed, so it can be used for kiting purposes as well as closing in the distance after every shot to do max possible damage. Eg, shoot once, close the gap, shoot again, close the gap even more, so that you don’t waste a single shot, but with each movement, you are doing a lot more damage.
StarCraft II also has a firing on the move unit -- the Void Ray. The Void Ray can move closer to an enemy unit while continuing to fire at it, and because the damage type builds up over time, it would be more ideal to finish off that one unit that’s trying to run away or back up before engaging a brand new target.

2. Do you plan to introduce consume (cannibalism) as one of the zerg features? For example, in Starcraft I, defilers ate zerglings to gain 50 energy (it is possible to introduce consume for ultralisks which will gain 50 life after eating a zergling or another unit) - Unbreakab1e (USEast)

We don’t have the consume ability in the game now, but if consume is considered as necessary to the game, you will see this ability in StarCraft II. Currently Zerg has caster units like the Infestor, Queen, Overlord, and Overseer. Infestors can move while burrowed, which means it can regenerate energy again away from the battle. The Queen has already powerful skills and combat ability. Overlords can fly and mutate the creep without any energy. Overseers also can fly so that they can earn some time to regenerate their energy as well. If the current Zerg casters having the consume ability, it could make them too powerful and strong.

3. Will there be custom water units? For custom maps and Scumedit will players be able to make units that swim/float. Also will there be special units designed for water, but only available on the Scumedit, like a shark-like zerg or protoss water vessel. Obv. I know these won’t be in multiplayer ladder, I only mean for custom maps. - Imperial_wizard (Lordaeron)

We haven’t finalized the decision about the exact extent of support for custom maps and Scumedit yet.

4. Maps have always been important to keep SC balanced, fun and competitive. We have already seen you have some interesting new tools to help multiplayer map designers balance their maps such as tall grass that blocks vision of ground units. What other new terrain elements are we gonna see in SC2 to make interesting competitive maps? – VIB (Team Liquid)

Currently there are Xel’Naga Watch Tower, Grass, and Destructible Rocks in the map. We will be pleased to add more if we can design other features which will make the game more exciting and balanced as well.

5. The Thor was built by an SCV at first, but since quite time now it is built like a normal unit in the factory. Was this changed due to design or balance reasons? - InStarCraft.de

We changed this due to the balance reason. Before the change, you could build as many Thors as you want at the same time with your SCVs, as long as you have resources, with one Barrack and an Armory. We decided that this can be too much benefit to Terran, and we changed that Thor could be built from a Factory.

6. Zerg has cliff-scaling units? – Scumlord (USEast)


We want to keep three races different and they do not necessarily have the same ability units. Currently Zerg do not have a cliff-scaling unit, like the Reaper in Terran or Colossus in Protoss. However, Zerg still can expand very quickly and have other movement advantages like 30% additional speed on creep. They also have the combination of Overlord’s creep generating ability and Nydus Network as a very powerful tool to attack opponent’s main base or expansion. Also, Overlords are currently able to transport Zerg units like the original StarCraft.

7. I noticed that in the Protoss demo the Protoss buildings when warped in, had there surfaces visibly warped in, like in the original StarCraft. However, in recent builds and footage, Protoss buildings just appear after the building animation. Is this just a temporary thing, or is it really gone? - Ultimasx (Battle.net)

Warp-in of Protoss buildings should be one effect for all with the final frames unique showing the specific buildings structure phasing in.

Batch 48


1. The recently released screenshot shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)

Screenshot:

Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.

2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)?
- Kain175 (USEast)

This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.

3. Will there be any multi monitor support? - SC2Pod

StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.

4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less?TheWarCenter

Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.

5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? TheWarCenter

When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.

6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE

Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.

7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE

In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.

Chat with Devs (Batch 48)
The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.

Discuss Here
 

kingbdogz

The Edge of Eternity is upon us.
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Blizzard's Starcraft II Q&A Archive

Starcraft Q&A Batch 49

Recently Blizzard has released the recent Q&A Batch 49. The Batch includes pictures which show the art changes done to various StarCraft II units as well as the latest artwork of the Infestor. Also included are the descriptions of some of the macromanagement mechanics that Blizzard has been testing along with some screenshots. Lastly, Karune replied to a few questions from the fans.

The StarCraft art team have been making massive updates to the Zerg faction, adding various new animations and improving even further on the textures of Zerg units and buildings. A picture is a thousand words so check out the updates for yourself!

Zerg Drone (Before/After)
http://www.battle.net/images/misc/09-02/UpdatedDrone.jpg

Zerg Overlord (Before/After)
http://www.battle.net/images/misc/09-02/UpdatedOverlord.jpg

Zerg Hydralisk (Before/After)
http://www.battle.net/images/misc/09-02/UpdatedHydralisk.jpg

Zerg Overseer (Before/After)
http://www.battle.net/images/misc/09-02/UpdatedOverseer.jpg

Zerg Baneling (Before/After)
http://www.battle.net/images/misc/09-02/UpdatedBaneling.jpg

Throughout the development process, the team is constantly reiterating and improving on the game in every way. As mentioned before, the Infestor too is getting a makeover, becoming much creepier and intimidating you definitely don't want to end up helpless at the will of this thing!

Zerg Infestor Concept Art
http://www.battle.net/images/misc/09-02/InfesterArt.jpg

The StarCraft 2 team has made a number of changes in each of the races as the game gets closer to Beta. These are some of the new weapons and abilities that are currently being tested on the battlefield.

Protoss Dark Pylon
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.


Screenshot: Proton Charge in Action


Terran Orbital Command
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.


Screenshot: Mules Everywhere!


Zerg Queen
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.


Screenshot: Incoming Swarm!


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

How does one construct a dark pylon? Is it a separate, more expensive replacement for the original pylons or an upgrade?

The Dark Pylon currently costs 150 minerals (50 more than normal Pylon) and has the Gateway as the prerequisite building. This of course is all subject to change while more balance testing is occuring.

I assume the orbital command is now a replacement of the surveillance center? Does that mean people who opt to upgrade their CC's to a planetary fortress are no longer able to beneft from these new features, even without the use of salvage?

Yes the Orbital Command is what the Surveillance Center used to be. If you build a Planetary Fortress you will not be able to use these new features, but your command center will be upgraded to Armor 3 and have a Ibiks Laser that does 40 splash damage with a 6 range. These stats are of course all subject to change through balance testing.

I don't suppose Proton Charge would stack, hm?

Nope they don't stack, but if casted again, it will renew the duration of the ability.

The new infestor (pure awesomeness BTW), resembles the reaver in shape and looks rather slow. Is it super slow? Can you tell us anything about its speed?

The Infestor will still be relatively slow, though they have been sped up a bit from when you guys last saw it.

In 1 screen shot there are 15 eggs hatching. We know the hatchery can make 3, then the queen can make the hatchery add 4 more. So in this shot, did the the Queen use her ability multiple times in quick succession or would she have to wait until the firs 7 hatch before she can use it again? I guess what I am asking is if the hatchery can only spit out 4 extra larva at a time or if you can tell it to do it 4 times and have it spit out 16 larva?

After the original 3 larva, each Hatchery can only be spawning 4 larva at a time. The ability cannot be used again on that Hatchery until those 4 larva have spawned.

The mules help the terrans by essentially being SCV's that mine fast right? Do they help the other SCV's mine faster as well? Can they build things? Do they cost supply since they are only there for a while? When they "run out of battery" do they shut down until you "recharge" them or do they explode and disappear forever?

Mules will not help other SCVs mine faster. They will also not be able to build anything, but will be able to repair buildings and units. Furthermore, they will not cost supply. Multiple Mules can be dropped at any given time as long as you have sufficient energy available. When the Mules run out of battery, they will not be able to be recharged, and new Mules will need to be dropped.

Is the fungal infestation a long range attack (like parasite and spawn broodling were) or does he have to be rather close?

It will be a ranged ability. This is one of my favorite abilities, it really wrecks mass Marines which are quite a force to be reckoned with at the moment with Medivac support.

Can the mule defend itself?

Yes. It currently has the same attack value as a SCV.

Can the drop pod be placed anywhere with line-of-sight, leading to the mule being used as a scout?

Yes, this can be quite helpful in some circumstances. Originally, each drop ship spawned 3 Mules, but it became a bit too advantageous in scouting 3 places at once.

Does razor swarm damage both ground and air? What about friendlies?

It does currently damage both ground and air, but not friendly units.

Can null shield be cast on non-Protoss allies?

Currently, yes.
Yes, this also means cloaked Siege Tanks are possible... ;)

Nonetheless, remember all things are still subject to balance.


The Dark Pylon and Queen are tier 1 tech. IIRC the Surveillance Station required the Shadow Ops to be built (making it tier 2), is this still true of the Orbital Command?

The Orbital Command requires a Barracks first to be built. The Planetary Fortress requires an Engineering Bay first to be built.

With the queen you can build up larva. Say you don't have a tech building up yet but you want a ton of that units, you build up larva (you can see 15 in that screen shot--that's 5 hatcheries!), then when tech finishes, you get a ton of that high level unit.

Also, mutant larva hatch faster.


These are no longer 'mutant larva' so they will not hatch faster, but everything else is correct :)

Is there anything that would prevent you from offensively dropping mules in the thick of battle? (For example it *might* be useful to drop near units that would then cause things like siege tanks to attack them and while ultimately leading to a very short lifespan for the mule, could lead to splashing a player's own units with damage)

This is theoretically possible, but the animation of the drop pod that hits the ground is a bit long (roughly 5-10 seconds), so it isn't like an instant drop.

Also, Karune, does that then mean that these larva do not cost supply? If that is the case then another advantage over a hatchery is if you mess up and forget to build enough ovies (or you just had a bunch of ovies get sniped), then instead of having to wait for more ovies, you can build mutant larva and not lose unit making time in the end.

They do not cost supply, they are just normal larva. The concept of Mutant Larva with timed life seemed more tedious and much harder to grasp in gameplay than the current reincarnation, which has definitely sat much better with the team and testers.

Was the new infestor art looking so much like a Reaver done on purpose? Maybe a joke to all the guys asking to put the reaver back?

The Infestor has a completely new model different than the Reaver, but does coincidentally have the same shape as a Reaver. Don't forget, Reavers will still be seen in single player as well as the map editor.

Terran and protoss now have abilities to both increase they're income temporarily (mules dark pylon) as well as abilities to increase they're offensive production (reactor warp gates). Zergs only have a production ability (mutate larvae). Are zergs getting something to fill the temporary income role? Or is the mutate larvae supposed to just pump drones to make up for that?

Being able to spawn additional larva can potentially help Zerg production quite a bit actually. Prior, when a Zerg player hatched offensive units, they were always sacrificing the creation of more drones. This ability allows more bandwidth to create even more offensive units for a big push, build more balanced with more drones and additional units, or double up on the teching effort with all drones. There are a lot of options to play with that will surely inspire many new strategies.

How far in tech is the dark pylon cloak?

All 3 abilities are available right when the Dark Pylon is created.

Can dark pylons be used as a warp-in end that gives energy to your HT's?

Sneaking a cloacked probe and placing a pylon in the back of the enemy base for warp-ins and hidden cannons sounds like fun ^^

Yup, everything a Pylon can do, a Dark Pylon can do better :) but of course at a cost.

According to the new Q&A both terrans and protoss got energy-dependent economy boosts, the zerg doesnt. instead the zerg gained a boost in unit construction time (i.e. queen spawns 4 mutant larvae). one implication i can see is that it further underlines that zerg needs to expand quickly, and they can maintain numeric advantage as long as they manage their expansions well.

I'd like to see what more experienced players can forsee besides this, gameplay-wise.

Spawning larva also costs energy (currently 25) and time.

In general, can you waypoint casting abilities?

You can waypoint casting ability. For example, High Templar will move to the first location, cast the Psi Storm and will return to the last designated location. You can waypoint Zerg's Burrow ability as well.

The most recent waypoints will be displayed that you can see, and you can waypoint with Patrol command too.

for zerg is it the same that the hatchery sets the rally, or can you rally for each individual egg?

You can do both. You can set a rally for your hatchery, but can then override it with manual orders per egg as well. Also don't forget, you can set a worker rally point for your hatchery, as well as a unit rally point.

The psi round deals bonus damage vs casters (high templar, infestor...), but all the units with energy receive this extra damage (specially huge units like battlecruisers & motherships)?

You can't target mechanical units with Ghost's Psi Round, like Battlecruiser, Mothership and Nullifier.

Just a question. Battle Report was told to be out with P&R 49, and it is not atm. Is it ready???

I don't believe the Battle Report was ever scheduled to be out at the same time as Q&A 49, but it is still in the works. We really do want to find the perfect battle to show off the new features.

In StarCraft II, will you be able to setup a "queue" for a worker unit to build buildings?

Yup - this is possible in StarCraft II.

We all know that the Reaper and Colossus basically ignore cliffs when they move.

Down to the question... Can they see up cliffs?
Does the Colossus have vision like a flyer (can see over anything), or is there a limited height they can see or walk over?

Colossus can have a vision of the upper ground just like the air units, while Reaper can't as a ground unit.

Colossi and Reapers can't climb up a cliff of 2 level at one time.


I'd like to know how much energy the Dark Pylon has, how much those abilities cost, how long their duration is, and their CD. The energy transfer and cloaking abilities sound really cool :D

I can see a ton of potential for combing a Dark Pylon with Warp Prisms Warp in :D. I realize all this info would be subject to change, but having that information to talk about would be great :D


Dark Pylon has 200 energy.
Proton Charge costs 50 energy and lasts for 30 seconds.
Null Shied costs 50 energy. No cool time, as long as you have enough energy, you can use this ability.
Argus Link drains 75 energy per second from the Dark Pylon.


Are queens still unique? What about motherships?
What tier are the lurkers? Are they still late-game units?
Are hydralisks still better anti-air than anti-ground? What are their damage stats?

1) Neither are unique.
2) Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 15 to armored (including buildings).
3) Hydralisks are still slightly better against air, with air to ground attack stats of 10 6 armored and ground to ground attack stats of 10, both with range 6.

This is absouletely astonishing, the new Zerg graphics are AMAZING! They look so detailed! Once again Blizzard has failed to amaze me.

Discussion Thread Here

Source: Battle.net

Added to the archive by Miz
 

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Batch 50

Chat with Devs
StarCraft II from its conception has been designed to be an eSport and one of the backbone features to helping players learn more about their own gameplay as well as their opponents is through replays. In our chat with Dustin this week, he highlighted various features that will be available to players while viewing replays. These features are designed both to help players improve in StarCraft II as well as serve as a platform of statistics for eSports commentary.

• How much damage did that Reaper raid do on the enemy economy?
• Does it look like the enemy is going to be able to make a comeback?
• Is that player walking into a losing battle?

These are all questions that are raised in exciting competitive games and replays. With the new replay system, players and eSports casters will be able to follow these games in much more depth, as well as understand the repercussions of players’ major decisions on the battlefield. Players will be able to easily compare statistics of opposing players in real time as well as make their own predictions based on stats comparing army size, resource collection rate, resource allocations, and tech research in progress.

Reapers Raiding Zerg’s Economy
http://www.battle.net/Images/misc/3-17/Replay_UI _Resources_1.jpg
http://www.battle.net/Images/misc/3-17/Replay_UI _Resources_2.jpg

Comparing Army Sizes
http://www.battle.net/Images/misc/3-17/Replay_UI _Units_1.jpg
** Replay UI is still very much work in progress
*** Shown are two tabs of various info tabs the player will be able to view while viewing a replay

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

StarCraft II Q&A Batch 50
1. Overlord can be upgraded to carry units, and spawn creep, and Overseer can detect, spawn changeling, and has a longer line of sight. Why not just have the Overlord upgraded with these abilities, rather than have him transform? – Mooiki (Lordaeron)

We want each race’s detection ability to be well balanced. We don’t want to see every Overlord with detection after upgrading the ability once at Lair. Separating detection capability into two units creates important choices for Zerg players, to ensure their army has enough support of each type available.

2. Any support for stereoscopic play? - Ylleks (Azeroth)

Stereoscopic vision can be an interesting feature, as we’ve seen with the recently added support in World of Warcraft and other games. For now however, the team is concentrating on the core aspects of StarCraft II and making sure the core features of the game that will be used by everyone are as good as can be. Later on down the road we can evaluate more features like this and see if they make sense to support in StarCraft II.

3. At previous events with playable StarCraft II stations we often saw players doing classic Brood War build orders and tactics. Taking all the new things into account, how far do you get with playing just like in Brood War? Is it a clear disadvantage or a good way to start? - instarcraft.de

It will depend on the player’s play type and creativity. The experience and skills from the original StarCraft will definitely help players get familiar with StarCraft II. However, there are a lot more units, abilities, and buildings in StarCraft II than the original StarCraft. Players can always start out playing in the way that they used to play in the original StarCraft. As they grow more comfortable with the game they can begin exploring the new units and abilities and discover lots of new strategies. It’s not a matter of advantage or disadvantage, it depends more on the players’ play styles and preferences.

4. Will it be possible to use characters to colour ingame text like in SC1? – StarCraftWire.net

No, currently there is no in-game colored text support. Colored text was a neat trick in the original game, but we wanted to ensure that all in-game communication is clear and easily-readable, so we’re only supporting default text style.

5. In the single player, you said we can choose from the missions and the way we want to go forward. Will it be like we definitely will play all the missions and we can choose the order, or does it mean that probably we will miss some missions? – StarCraft II Hungary

In most cases, you’ll be able to go back and explore a mission branch that you skipped earlier in the campaign, so you can experience almost all of the missions in a single play-through of the campaign. There may be a couple of rare cases where a choice you make closes off a mission, however.

6. Will campaign decisions in the Terran portion affect campaign outcomes/branches in the Zerg and Protoss portions? - TheWarCenter


We looked into this possibility, but after some debate, we decided it was most important that each campaign delivers a self-contained, yet epic storyline. Giving each campaign a single start and ending was the best way to ensure a coherent plot.

7. In the original StarCraft, you could make the Lurker (through bug use), while burrowed, hold fire until told to attack, something which led to many exciting situations. Are there any plans to include a “hold fire” command for the Lurker in SC2? In addition, worker units lacked Hold and Patrol commands in SC, will this be the case in SC2 as well? – Team Liquid (Zanric)

There is no hold fire command for Lurker in the current build. However we will look into every possibility that encourages more tactical, exciting gameplay and keeps the game balanced.
 

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StarCraft II Fan Site Q&A Series

As Blizzard approach StarCraft II beta, they will be doing several exclusive Q&As with fan sites in StarCraft II's fan site program. These Q&As have the intention of getting everyone on the same page in regards to StarCraft II's current status.

Starcraft Legacy's Exclusive Q&A
See Original
1. Are any other units aside from the Dark Templar going to have multiple models (ie. male and female Ghosts)?

Currently, we're not considering any other units for multiple models.


2. In the original StarCraft and Brood War, Carriers have been very rarely used for competitive matches due to their ineffectiveness in small numbers because of their critical mass effect. Up until now, what changes or ideas have played with to increase their effectiveness in small numbers with or without other ships for support, and what is the current status on the Carrier? Also, what about the Battlecruiser?

In general, it's still better if you have as many carriers or battlecruisers as possible in the battle. However, small numbers of carriers or battlecruisers will be still very useful for supporting both ground and air units.


3. We were told recently that workers can't patrol. This makes SCV auto-repair a lot less useful. (In Warcraft III, you could set a worker to patrol, and it would auto-repair any damaged buildings or mechanical units nearby. Great for keeping towers (and bunkers!) alive.)

SCVs can patrol, so if you activate auto-casting of the SCV's repair ability, that SCV will repair damaged buildings or units it encounters while on patrol. The SCV will repair nearby units and buildings and continue its designated patrol pattern again after the repairs are complete.


4. What use does the Overlord usually see versus the Nydus Worm? That is, in what capacity is each transport mechanic used?

It all depends on a player's choice in each case. When you want try out a sneaky and clever attack on the enemy's base, the nydus worm can be useful in that role as a more tactical and general choice for harassing the enemy's economy. However, you can also use a mass overlord drop just like the original StarCraft, for an aggressive, all-out attack. However, the overlord drop is riskier, as you're putting much of your supply and the cargo in jeopardy if you encounter strong anti-air defense.


5. Can Thors or Colossi be transported in any way?

Thors and colossi can be transported by each race's transportation units: the medivac and the warp prism.


6. How do you use the Thor's resurrection ability? Does it cost resources to use?

Thor doesn't have the resurrection ability any more in the current build. While the mechanic was a cool idea on paper, it didn't end up being especially practical when we tried it in internal playtesting.


7. How has more efficient AI and pathfinding affected the game? Does it make the game easier?

AI in StarCraft II is much more developed from the original StarCraft. For example, the computer is required to scout to find you now in every difficulty mode. In higher difficulty modes, the AI will adapt to what it sees you are building to counter your selected strategy with key units of their own. This means that the computer no longer cheats as far as "knowing" where you are and what you're doing. It can only react to what it sees when their scouts find your units and bases.

The pathfinding is also much improved in StarCraft II, which will reduce some frustration when directing your units to move long distances around varying terrain. Certain melee units are also smarter about attempting to surround enemies, but we don't believe this makes the game "easier." Players who choose to micro their armies will still have an advantage.


8. I would like to know if the MULE can repair air units and lifted-off buildings, and in turn, could we see MULEs being called down in the front lines to repair Battlecruisers and Thors or in the corner of the map to repair a burning Command Center that was lifted off to escape an attack? Also, at what rate does a MULE repair? Faster or slower than an SCV?

The mule is only for gathering minerals or scouting. You cannot repair units or structures with the mule.

9. Regarding the "Discussion with Artosis and Idra" video - does their prediction that Zerg vs. Zerg is degrading into "Roach spam" have any validity? Will ZvZ matchups frequent a more diverse selection of units beyond Zerglings, Roaches, and Mutalisks?

We would like to see as many units as possible being used in the battle, instead of some selected units like zerglings, roaches, and mutalisks. We are still polishing and balancing units including the roach, and hope to see how the players will make various combinations of units during the beta.

Starfeeder Exclusive Q&A
Original Here
1. What is the minimum screen resolution Starcraft 2 is supporting?

[Dustin Browder]The minimum screen resolution in the current build is 1024x768x32 bits.


2. There has been a lot of concern, that ZvZ (Zerg vs Zerg) could become a roach micro contest as roaches do double damage to biological, are tier 1 and have high regeneration. Is this true? If not, how can one counter a roach rush in ZvZ?

[Dustin Browder] Zerg versus Zerg games has been one of our most challenging matchups to balance. With regard to Roaches versus Roaches, all I can say now is that we are still balancing and several things have already changed that will affect how the Roach will do, including bringing Hydralisks back down to a Tier 1.5 unit and having a more standard ranged attacker role.



3. How has island map matches been like so far in StarCraft II internal testing? Could you describe basic sample builds and/or tactics in island games?

[Dustin Browder] StarCraft II races have arguably become more mobile than the original StarCraft with the introduction of the Viking and Medivacs, as well as having a more easily usable Nydus Worm, and Warp-In. With these new mechanics, there will be several new ways to invade an island position, keeping the game fast paced and exciting. ‘Turtling,’ will be a bit harder to do in StarCraft II because of these mechanics as well.


4. Could you tell us about how Muta stacking will work?


[Dustin Browder] Stacking up Mutalisks will be possible in StarCraft II but they will tend to spread out again when they move or attack.


5. Are any new units yet to be revealed? ie: Zerg heavy air unit?

[Dustin Browder] Zerg has a new flying heavy assault unit known as the Brood Lord. This one is buff! Much more intimidating than the Guardian and will still be morphed from the Mutalisk. This unit will be replacing the previously seen Swarm Guardian and will have new art as well. This unit currently has 350 hit points and a large range of 9, doing 25 damage and spawning a Broodling upon each attack, which will live for a few short seconds, doing minor melee damage.


6. How big is the internal StarCraft II testing team? Are there dedicated full-time testers?

[Dustin Browder] We are currently running the internal alpha testing for every employee and we also have some dedicated QA staff for the game as well.


7. What is the role of the E-sports team? Is Blizzard looking to support the game via an official Blizzard league? Or will that be left to 3rd parties like fansites / game sites to establish?

[Dustin Browder] The role of our eSports Team is to operate tournaments and competitive events for Blizzard games. We will release more information on our plans for StarCraft II tournaments, both official and third-party, as we get closer to the launch of the game.


8. We've seen unit and mineral counts as over-head graphics in game during the first StarCraft II battle-report. Are there more features we haven't seen yet in regards to spectating games?

[Dustin Browder] You can find more information on the replay UI at the latest Q&A batch and you can see various information tabs such as army size, resource collection rate, resource allocations, and tech research in progress.


9. Where will the StarCraft II team take their vacation once the game is launched?
[Dustin Browder] In all honesty, we’ll probably be on Battle.net playing StarCraft II with all of you.

SC2 Pod Exclusive Q&A
See Original Here
1. How will StarCraft II handle widescreen monitors? If the screen isn’t going to be stretched, either widescreen or traditional format will have the advantage of seeing more of the battlefield, have you decided which one?
[Dustin Browder] Widescreen monitors will be able to see slightly more of the battlefield, but the extra visual real estate players will be getting will be quite small. Nonetheless, for competitive gaming, there will be a small visual advantage to having a widescreen.

infestor.jpg


2. When cloaked units move you see a graphics effect hinting their presence. Can you see some trace of the Infestor when it is moving underground?
[Dustin Browder] The Infestor while burrowed will be like any other burrowed unit, and will not be seen unless there is a detector nearby. On the other hand when the Infestor moves above ground, there is a (visual) slime trail the unit leaves in its wake, which disappears over time. We are also discussing the possibility of having some type of visual that may imply an Infestor is moving while burrowed nearby, similar to how cloaked/stealth units currently move above ground.

colossus.jpg



3. The Colossus' attack mechanic has changed a number of times, how does it currently work?
[Dustin Browder] While this is still going through balance, the Colossus currently does 23 damage but attacks twice and has 6 range, which players have the option to upgrade later to 9. When the Colossus attacks a target, it does a horizontal spread of damage in relation to where the Colossus is facing. This type of area of effect attack is extremely effective at eliminating massed lower hit point units.

mule.jpg


4. How are the new macro mechanics (Mule, Spawn Larva, and Dark Pylon) working out so far? Are they often used during gameplay testing? How much more per trip than an SCV does a Mule mine? And is it Mule, MULE or MUL-E?
[Dustin Browder] The new macro mechanics works great in the internal testing but we are really looking forward to how players will use it in the beta. Currently the MULE mines three times the minerals of a normal SCV per round.

radar.jpg


5. What is the status of the Radar Tower? It overlaps heavily with the Missile Turret in terms of function. Does the "view" into the fog warrant the creation of a new building with an additional cost of 25/100, the additional health notwithstanding?
[Dustin Browder] The Sensor Tower is no longer a detector since the Missile Turret already serves that purpose. However, with the Sensor Tower you can see enemy units in the fog of war and you can 'salvage' your Sensor Tower when it is no longer needed anymore.

http://sc2pod.com/img/news/newdrone.png

[B]6. You recently updated the 3D models for a couple of units (Baneling, Drone, Hydralisk etc), making them much more detailed. Which other units can expect to receive similar updates?[/B]
[Dustin Browder] All of the Zerg units and buildings are being updated in the same fashion. There have already been several updates, though we are currently polishing up the Infestor, Roach, and Corruptor. As needed, new models may also be created during this period. The Infestor, Brood Lord, and Spawning Pool, and Ultralisk Cavern have new models from which the community has previously seen.

[B]7. How is the soundtrack coming along? Will any of the music themes from SC:BW make a reappearance in StarCraft 2 or is everything new?[/B]
[Dustin Browder] There will be some edited versions of soundtracks based on the original StarCraft music in addition to many new tracks lead by the original composer of StarCraft, Glenn Stafford.

[img]http://sc2pod.com/img/news/medivac.jpg

8. Do air transporters (like Medivac Dropship and Overlord) have to land or do some sort of special animation before dropping loaded units?
[Dustin Browder] Currently only the Medivac has an animation while it unloads units. All transporters like including the Medivac, Warp Prism and Overlord unload units one at a time with a slight delay between each unit, which is subject to balance.

voidray.jpg


9. How much damage does the Void Ray deal? What are the time intervals and how much does the damage go up?
[Dustin Browder] The Void Ray does 6 damage in the first stage, 12 damage in the second stage, and 24 damage in the third stage. Each attack stage ramps up every 3 seconds.

corruptor.jpg


10. What is the current status of the Corruptor? Does it still have its turret mechanic? If so, how does it currently work?
[Dustin Browder] When the Corruptor kills an enemy air unit, that unit will be turned into a stationary ‘turret’ upon death. That turret currently does 7 damage, has 6 range, and can target air as well as ground units and buildings. The turret will also be player controlled so you can force fire with them as well.

planetcracker.jpg


11. What have been some of the hardest choices you have had to make during the development of StarCraft II?
[Dustin Browder] There have been many tough choices in designing StarCraft II – Amongst the most difficult would be what parts of the original StarCraft should be in StarCraft II. Next would be what new mechanics are worthy of introduction to the StarCraft universe. Balancing visual appeal with the serious game play that StarCraft has always offered has always been challenging as well. Overall, we hope that the choices we have made will give our players the best possible StarCraft II experience.

Team Liquid Exclusive Q&A
See Original
1
Q: How's the current balance and what balance issues have you faced?


A:One of the design challenges we are currently dealing with relates to the Dark Pylon, which doesn’t seem to have enough energy tension between probe buffing and acting as an energy reserve for caster units. With Mules, Terran players have a clear strategy decision every time they chose to call down a Mule, instead of saving for a comsat scan. Similarly, Queens have to use their energy carefully, choosing between expanding creep, producing more larva, and protecting her base as a base defender. Dark Pylons on the other hand, are relatively cheap to produce at 150 minerals, provide Pylon power, allow warp-in and proxy play, cloak units, and act as an energy well for casters in strategic positions, while also supporting an economy with macro resource collecting benefits.

2
Q: The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players, but with removal of units like the scourge, Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away, in contrast to being able to effectively prevent them. There were for example, no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactionary type of gameplay?


A: It is true that in StarCraft II, the races have become comparatively more mobile than the original StarCraft. To deal with the new threats mentioned above, scouting and vision have become an even more crucial part in gameplay, as well as building placement to defend against such incursions. Observers are now lower on the tech tree compared to the original StarCraft. Missile turrets can be upgraded with larger range and hit harder as well. Sensor towers can provide early warning of incoming attacks. Additionally, Zerg base defense is now mobile, allowing for quicker adaptation to deal with incoming threats

At higher levels, an RTS will always have some reactionary play, though in some cases you can react preemptively as well, which could force the opponent to react in another way. With these new methods to both scout and defend, it will help a player deal with opponent decisions on attacking more potently. It is true, with all the new mobility mechanics, it is more likely that you’ll have to pull your probes more often and dodge attacks, but at the same time, with better defenses and new abilities like the Queen’s Razor Swarm, warp-in, and many more – you’ll be able to make the enemy pay a much higher price in performing these attacks as well.

3
Q: In StarCraft, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in StarCraft II, and is the game being designed with them in mind?


A: While we don’t try to develop too many of these relationships, there are times we do try to make more rigid balance points like these when we see the need for them.
Examples:
1. Zealot –Zergling relationship is still there
2. Roach vs. Zerglings have this relationship- 3 shots to kill before, and 2 shots after (then gets countered by +1 armor by zerglings)
3. Reapers scale better than most other units in the game as they normally do 4+4dmg but get +2 per attack upgrade since they fire twice(25% per upgrade compared to the normal 10%)
4. Marine dies in 1 hit to baneling, 2 hits after combat shield upgrade
5. Marauders get just under the shield of Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)
6. The Colossus kills Marines in 1 shot until they get either armor or combat shields, after which they take 2 shots to kill.

4
Q: In the original StarCraft, upgrades would give different units different degrees of improvement, such as a fully upgraded zergling gaining a total 60% attack increase, compared to a dragoon that would gain 30%. In comparison, Warcraft III upgrades were designed so that the percentage improvement per upgrade was approximately the same for each unit. Will upgrades scale in this manner in StarCraft II as well?


A: Yes, StarCraft II will follow an upgrade system similar to that of the original StarCraft. Many of the new upgrades really help in almost creating a new type of unit out of a previous one. For example, in early game Stalkers can kite Zealots and easily handle them with micro. When Zealots gain charge, they will easily catch those Stalkers and tear them up. Similarly, when Stalkers get blink, they can continue to micro and use terrain advantages to fight those Zealots. On that same note, Zerglings with their attack speed upgrades make it a far deadlier unit, in line with the original StarCraft. As a design philosophy, we really wanted to make several upgrades allow a shift to the balance of power, creating new battle scenarios as players tech up.

5
Q: In SC and WC3 you can dodge attacks using dropships/zeppelins, or with teleportation spells (ie. blink), or even just superior mobility (in the case of lurker spines).
Can projectiles (and lurker spines in particular) be dodged in SC2?


A: Yes, certain projectiles/abilities like the Lurker spines, Psi Storm, nukes, and the newly-introduced Hunter Seeker missiles can be dodged.

6
Q: Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armor, and additional supply count as un-submerged supply depots? Are there any benefits to not having supply depots submerged(other than walling purposes)?


A: The only difference between a submerged supply depot and a raised supply depot is the ability to path (or not path) over it.

7
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?


A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.

8
Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?


A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.


9
Q: What, if any, function will the F2 through F4 keys have in StarCraft II? Has there been any thought of adding additional keys (F5 through F8) to serve as location hotkeys?


A: We are working on this now and will give the community an update when the roles of those keys have been decided.

10
Q: Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing?


A: Yes, viewers will be able to watch from any player’s perspective.

11
Q: Will people be able to join games after they've started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games?


A: No, players will not be able to join after a game has started, though we have yet to decide how to handle observers in a game and who has the right to boot players.

(New) Starcraft 2 Armory Exclusive Q&A
See Original
Updated: May 28th 2009
1) Blizzard, how attached are you guys to the proton charge/mule extra macro-for-money system? I know nothing is set in stone at this point, but will these mechanics in all likelihood make it into the final game? - Voan
This is a mechanic that we would like to keep if possible. Because the game is not yet in beta phase, there may still be tweaks and changes to these mechanics, but we are looking forward to players trying it out themselves in beta. We will continue testing the macro mechanics internally and we really want to see how the players will adopt these mechanics into their gameplay.

2) With missile barrage and Yamato cannon, Battlecruisers' can deal with most threats. My question is, how effectively can a Battlecruiser be countered? How well do Hydralisks, Void Rays, and Vikings work vs Missile barrage? - camelmeat
Hydralisks are easily the Zerg's most important ground unit against air, including Battlecruisers. Void rays can be a good Protoss counter for battlecruiser, with focused fire and increasing damage over time on its attack. In fighter mode, the Terran viking does +10 damage against massive units like the battlecruiser.

3) Brood War Mutalisk micromanagement is an important aspect of the Terran vs. Zerg match up. Blizzard has been reported to be trying to implement some form of the Mutalisk stacking bug. My question is, how well do Terrans deal with stacked Mutalisks now that Irradiate is no longer in the game, Medics are higher tier, and a single control group can consist of much more then the eleven Mutalisks currently in StarCraft: Brood War? - Ursus
The ghost's snipe shot, which deals 60 damage (and ignores armor) to biological units like the mutalisk, can be a good defensive ability. The Thor's anti-air attack also has +2 damage against Mutalisk's Light armor. Additionally, the nighthawk's hunter seeker missile gives splash damage, making it a great counter against mutalisk stacking, considering it does 150 damage. One missile can effectively 1-shot a whole stack of mutalisks if the zerg player does not try to dodge the missile. Even though players can group up many more than 12 mutalisks in a stack now, with abilities like the Hunter Seeker missile on the field, they may still want to think twice about it.

4) When the Corrupters attack turns enemy flyers into "turrets" does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership? - Warchamp
Once they are corrupted, all corrupted units will do the same damage.

5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them? - 5c012ch3d
Yes, the parasited unit will have all upgrades / abilities.

6) Goliath could benefit from the Charon Boosters in SC:BW, However the Goliath is now replaced by the Viking (air mode) as AtA unit. Is there still any range increase going to happen for the Viking, to extend it's missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)? - Scourge

There is currently no range upgrade for the viking. However, vikings can still move in and out combat by shifting modes. In regards to the unit's mobility, vikings will be much better than the original StarCraft's goliath due to its new transformation abilities.

7) When we were told EMP was removed from the Ghost, it wasn't mentioned what, if any, spell/ability would replace it. Can you comment on the current spells and abilities of the Ghost? And is EMP still a possibility for the game, whether on the Ghost or any other unit? - Dillinger
The ghost has regained the EMP ability again and EMP now does 100 damage to shields and drains all energy from player's own and enemy units in the targeted area.

8) Can Blizzard give a well detailed explanation on how the new mechanic of the ability hallucination work. It was said that it can spawn 8 fake probes, how many then to other units? Zealots, stalkers, immortals, air units? Can it be used on allies (Zerg and Terrans)? -spartan198
By using 100 energy, you can spawn one of these sets: 2 zealots, 2 stalkers, 1 immortal, 2 high templars, 1 archon, 1 void ray, 1 phoenix, 1 warp prism, or 1 colossus. You can only spawn Protoss units.
 

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StarCraft II Q&A Batch 51

Chat with Devs
Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.
http://www.starcraft2.com/features/misc/deathanimations.xml

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

1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it's a little difficult.


While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

2. StarCraft 2's terrain properties such as Xel'Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?


Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.

6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.
 

Miz

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StarCraft II Q&A Batch 52 : Map Maker Series

1. Does it still use the JASS language, or perhaps an upgraded version of JASS?
StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

2. Is the language event-driven or object-oriented?
The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.

4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?

One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

7. Will there be a public API for the programming language?
As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.

8. Will there be improvements on the "Garbage Collector" for the new language?

For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.

(Yeah got it out, like 5 minutes after it was posted on Battle.net, which is actually a pure coincidence that I was looking at the SC2 General Forum when Karune posted it.)
 

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StarCraft II Q&A Batch 53

Karune said:
Hope everyone has enjoyed all the BlizzCon news and got a chance at our Twitter beta key giveaway! Everything has settled here in the office after various shows and events we've been at, but we are back in the swing of things. If you haven't been following us on Twitter, don't forget to do so too, as we will consistently be adding more spotlights, development info, and fun contests on there as we approach beta and throughout the development of StarCraft II.

Check us out here:
http://www.twitter.com/StarCraft

1. Computer AI – Does the computer’s online AI vary from its offline counterpart?
No. They are the same.

2. Have you considered allowing a post-game lobby for users to discuss the last game, collectively watch replays, or immediately enter into a rematch?
Yes, we have a plan for a post game lobby. However the details are not finalized yet.

3. Is there any update on additional map features other than the Xel’Naga watch towers, destructible rocks and tall grass?
No. Currently there is no update on additional map features.

4. How many different voice actors are needed for StarCraft II, including the unit sounds and campaign heroes?
There are 58 unique voice actors participating, with some voicing multiple roles, and the number may increase as the game gets closer to release.

5. The terrain types in StarCraft II we have seen so far had names like “Bel’Shir (Jungle)”. Does this mean that “Bel’Shir” is just an alias for jungle and every terrain is just named after a typical planet using it or are there – to stick with this example – other jungle maps with a different terrain set, something like “Aiur (Jungle)”?
We named our terrain sets based on the planets. There are a lot more terrain sets than in the original StarCraft and you will have huge flexibility in modifying the terrain sets (including adjusting textures, doodads, lighting) allowing you to create your own variations of the default maps. There may be other jungle-themed default maps named after other planets.

6. Will there be any chance to have more options on pausing the game? In StarCraft: Brood War every player can pause the game three times, but every other player can unpause it. How about a (user editable) time limit before other players can unpause the game?
We recommend that players communicate with each other in the game to agree on when to pause and unpause during the game. We feel that pausing the game interrupts the game flow and it would be inconvenient for players to be forced to wait for a certain amount of time before being able to unpause. The pausing feature is mainly meant to allow for pausing of the game when all players are in agreement and for which duration.

7. I already knew the map editor would be available to beta testers a while after Beta was released, but this is why I’m asking the bland question, will it also be available to non-participating people?

No, the map editor will only be available during the beta for beta testers.

8. When a unit comes out from a building will there be only 4 exits from the building like in Warcraft 3 or will there be “infinite”?
It is not infinite, but your units will come out from a building at the closest point on the building to where your rally point is set.
 

Miz

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StarCraft II Q&A Batch 54

[SC2 Forum]
1. Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest builds?
One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area. Zerglings have to secure a good surround around the zealots to keep the ratio close.

[SC Legacy]
1. In World of Warcraft pvp they found an issue over time that it was "very unsatisfying" to the player when they lost control of their character as it limited their ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 2. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?
First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.

3. What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?
Currently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.

4. What is your overall goal for the Infestor? The units have had and removed so many abilities, are you trying to focus into a support role, or disruption and harassment, or just to have a wide variety of spells so it can be a quick response unit?
It is intended to play more of the disruption/harassment role. They are meant to burrow and move up ahead of the swarm to soften up their opponent’s forces.

5. Is EMP dodgeable, or there's some sort of indication that it's going to be launched? And does this cause a problem with Immortals?
It’s possible to dodge EMP, but it is difficult to do. Your options include anticipating your opponent will be casting an EMP by seeing the ghost or its shimmer and predicting it; being near the edge of the EMP range and moving out quickly; or using the stalker’s blink ability.

[Vile Gaming]
6. Map/mod to site communication – Will there be support for map/mod makers to bridge a connection between their map/mod to their site? For example, if a person wanted their map/mod to submit scores/results to the site, and vice-versa the map/mod could pull the highest scores from the site and display it in the game.
It is possible for players to make their own custom score screens but there are no specific plans to bridge map data to web sites via Battle.net.

7. Launcher support – Will maps/mods be able to have their own "launcher" (ala WoW’s launcher), as in shortcut or start icon from the computer outside of StarCraft, and have their own screens, after a Battle.net authenticating screen (ala Twitter’s, or Facebook’s, application authentication).
There are no plans to allow maps and mods to have their own launcher. However, making a loading screen or launch screen is still possible.
 

Miz

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StarCraft II Q&A Batch 55

1. Not all potential players of StarCraft II have played the original StarCraft before, thus they might encounter problems with the understanding of the story. Is it possible to play the campaign of StarCraft II without knowing anything? Will you come up with some things that happened in the original StarCraft and Brood War again – just so that people not familiar to the story get more information?
We plan on having story elements that will bring players up to speed on the most recent plot developments and prepare them for the StarCraft II storyline. We also plan on having a plot summary of what transpired in the original StarCraft and Brood War during the installation process. However we feel that regardless of your familiarity with the original story, all players will be able to enjoy the story developments in StarCraft II.

2. You have already announced that you are going to record various stats when playing StarCraft II with the new Battle.net 2.0 – but how detailed will those statistics be? Will one be able to see how many units of a certain kind (for example Marines) one have build or even killed so far?
We will be recording a large amount of stats for StarCraft II, but we are still in discussion as to which stats will ultimately be tracked. We will determine how detailed the stat-tracking will be based on what information we think will benefit our players the most to help improve their game.

3. You have already stated that you will support DirectX 10, but what about DirectX 11?
We currently do not have any plans on supporting DirectX11-specific features, but the game will be compatible with DirectX11.

4. How many stats will a Hero unit be able to take? Three like in Warcraft 3 or is there even a limit?
If you create a user-map with heroes, you can outfit them with a large number of stats. However, currently only three stats will be able to be displayed on the UI due to limited space.

5. In lore Protoss warp in their units and buildings from some far planet. Will there be any mechanic that reflects this such as a "warp out" that could act as a refund?
We do not have any plans to include a “warp out” game mechanic. We have discussed the possibility of this in the past, but it felt too similar to the Terran mechanics of being able to salvage the structures.

6. Will there be a converter to convert our favorite original StarCraft maps to StarCraft II maps? I don’t want to lose all of my favorite maps from the original StarCraft when I get StarCraft II.
There will not be a map converter for StarCraft II. Map-makers will have to manually rebuild any of their maps using the new StarCraft II map editor.

7. I'm just going to assume that you will have some sort of window mode in StarCraft II. But I was wondering if you're going to implement a windowed mode like the one that World of Warcraft has? You know where you can maximize the window, removing the borders and enabling fullscreen mode yet providing easy access to the desktop.
You will be able to select both windowed and full-screen windowed modes from the options menu.
 
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