A. Currently we do not have plans to integrate friends between regions for launch. In the long run that's definitely something we'll be looking at."
yet another battle.net 2.0 fail.
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SpiritWolf
United States127 Posts
A. Currently we do not have plans to integrate friends between regions for launch. In the long run that's definitely something we'll be looking at." yet another battle.net 2.0 fail. | ||
Icx
Belgium853 Posts
A. We will definitely be experimenting with this over the weeks ahead. We want to make sure the playing field is balanced for all participants as far as "best connection latency." At the same time, internet connectivity and latency has definitely improved over the years and our current 250ms expected latency may be too high. Q. Do you agree that the Zerg currently suffers from a lack of diverse army composition, and if so what are your plans to fix it? A. Yes, we are looking at the Zerg diversity issue. We are working to make the Infestor a more core part of more match-ups. We will continue to moniter the use of Banelings, Roaches, Hydras, Zerglings, Mutalisks and Corruptors to make sure the Zerg army remains diverse in each match-up. Q. Zerg seem to be missing one more ground unit to really diversify the race. Is this something you have considered? A. We think the Zerg have plenty of ground units. If we have a need for a specific unit later on in the Beta, we will add one. For the people that have asked this, and aren't following the Q&A atm Q. Starcraft: Brood War counters were more about inherent abilities (speed, size, spells, etc.), while StarCraft II emphasizes a hard counter damage system. Why the change? A. Brood War also had many hard counters (Firebats vs. Zerglings). We also have many ability-based relationships. Stalkers for example are easily beaten by Zealots unless the Stalkers use their speed and mobility to their advantage. Banelings will easily kill Marines unless Stim or Marauders are used to defend the Marines. Battles at choke-points favor certain units that could easily be killed in the open. I guess I don't agree that there was a change, but we if we are going too "hard counter," we will learn that in the beta and scale it back. We intend to release a patch next week that helps with readability of the Zerg on Creep, Protoss team color with regards to Warp In, and other issues raised by the community. Q. It was previously mentioned that the balance team feels Archons were underused. Is this still the case? A. The Archon is intended to be a unit you can use when your High Templar run out of energy. It is not meant in StarCraft II to be a core counter to a variety of threats. Currently it is functioning reasonably well in that role but we are always looking for additional data that will prove our assumptions wrong. Q. How exactly does the ladder/division/league system work? How do players move up and down? What exactly is the top 8 for? Tournaments? A. We are working on a FAQ for this right now that we will release to the community soon. At some point in the future we will be looking at doing tournaments and that is what the top positions are for. A. We are in the process of adding a few hotkey templates for ship which include left and right-handed "name-based" options. Grid based left and right-hand templates. Finally, we also intend to add a "Classic" hot key template which will, as best as possible, attempt to mimic the hotkey settings from the original game. We'll default to "name-based" right-handed for ship, but the end user can then choose from any of the other four templates. Long term we're exploring allowing fully customizable hot keys. Assuming we can solve the many user interface challenges to make this work we will either release it in a patch or in the upcoming expansion. Q. Will you be adding additional zoom-out levels since it was suggested by a lot of players? A. No, we will not be adding zoom-out levels. StarCraft II plays well only at a very specific camera height. Too close and you cannot see what is going on, too far and you cannot effectively micro your units. We have picked a camera position that maximizes the tension between the player's need to see a lot of space as well as micro units. There are also game perfomance implications of a zoomed out camera. If we zoom out more, we are drawing more units on screen at one time and game perfomance will suffer. (took out the answer to questions/things that I have seen a lot here on the forums) | ||
onmach
United States1241 Posts
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Bosu
United States3247 Posts
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Senx
Sweden5901 Posts
Link: http://forums.battle.net/thread.html?topicId=23767157319&sid=3000&pageNo=2 | ||
Senx
Sweden5901 Posts
Q. Are there any plans to try to fine-tune or reduce the innate built-in latency for StarCraft II over Battle.net 2.0? A. We will definitely be experimenting with this over the weeks ahead. We want to make sure the playing field is balanced for all participants as far as "best connection latency." At the same time, internet connectivity and latency has definitely improved over the years and our current 250ms expected latency may be too high. Why don't they make latency an option like in SC1? :/ | ||
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