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This month is almost over and I would like to invite everyone who hasn\'t already done so take the last chance to add their thoughts on the Mothership in the thread on the discussion of the month (http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=28). We will be closing that thread shortly and compiling all information we gathered over the last month for the developers. It was great to see you all send in your feedback and we hope you had lots of fun discussing this unit. Stay tuned for next months discussion which promises to be very interesting both for you the community and for our developers.
We now present you with the next batch of your weekly Q&A. A lot of new Terran info coming your way here! So now give me your favorite Terran quote to honor the effort our devs put into giving you new bits of information every week! 
Chat with Devs: Starports no longer change into Starbases.
1) 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).
2) 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? (http://www.starcrafttwo.com) 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.
3) 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.
4) 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? (http://www.blizzplanet.com) 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.
5) 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.
http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=135&p=1&#post135
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On September 29 2007 07:29 XythOs wrote: Chat with Devs: Starports no longer change into Starbases.
This Q&A raises more questions than it answers. 
I want my Starbases!
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Starbases sounded REALLY useless anyways.
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Well with the new Battlecruiser spell they sounded quite usefull with their energy filling ability.
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like it that u can't stim rines in a bunker
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Starbases would of been so useful, I already had a strat ready for them, lift off and move where you plan to have a big battle, they would offer an extra 1500 hp protection while finishing the building of the bcs and they would come out as reinforcements when the enemy is least expecting them.
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On September 29 2007 07:57 BuGzlToOnl wrote: Starbases would of been so useful, I already had a strat ready for them, lift off and move where you plan to have a big battle, they would offer an extra 1500 hp protection while finishing the building of the bcs and they would come out as reinforcements when the enemy is least expecting them.
^^ pre-release strategy lol
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Star bases had a mana regenerating ability like shield batteries too. I guess thats gone as well.
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Well, I'm glad with the new changes 
Thanks!
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good batch, now i just wish they will fix the animations of things like zealots, dark templars.. They got goofy WoW animations..
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Starbases were trash, good to see them gone.
Edit: No lift off with the observation add-on sucks though.
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On September 29 2007 08:50 omgbnetsux wrote: Starbases were trash, good to see them gone.
Edit: No lift off with the observation add-on sucks though.
Yea, it should just explode or something because every terran is going to build a scanner.
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On September 29 2007 09:31 CharlieMurphy wrote:Show nested quote +On September 29 2007 08:50 omgbnetsux wrote: Starbases were trash, good to see them gone.
Edit: No lift off with the observation add-on sucks though. Yea, it should just explode or something because every terran is going to build a scanner.
Yeah exploding is a pretty good idea
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Aw, no more starbase  It would have been so fun to fly 12 starbases to the enemy base while building bcs in all of them so that the bcs finish when the starbases arrive and plasma torpedo the crap out of their base.
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Don't post links to disgusting things. --Mod staff.
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On September 29 2007 13:25 NOWURAMAN wrote: Don't quote his post if it's disgusting. --the Mod staff
lol what?
DO NOT CLICK THE LINK UNLESS YOU WANT TO SEE A MAN SELF FELLATING.
i learned the hard way. 
IP BAN, sc2 is serious bidness
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On September 29 2007 09:31 CharlieMurphy wrote:Show nested quote +On September 29 2007 08:50 omgbnetsux wrote: Starbases were trash, good to see them gone.
Edit: No lift off with the observation add-on sucks though. Yea, it should just explode or something because every terran is going to build a scanner.
It's also the case with Planetary Fortresses. Pretty stupid if you ask me. I mean, what's the harm in assaulting the enemy base with CCs? You know some people will still expo-push in the opponent's face...
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I thought Starbases ware a good idea.
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i'm glad starbase is gone... seemed kind of useless anyway
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can someone explain starbase??
never heard of it before
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What about the drop-pod of marines, how are created? The 8marines are made and you select them or what? And if i drop a drop-pod when i am 200/200 seems that i will be 208/200 ? I dont understand as well the drop-pod. It would be fine if someone explains how to cr8 it.
Starbases would be little imba... proxi starbases (lol) would emerge from the hell mohahaha
Im glad for the non-shooters templars (like in starcraft) and no stimable marines in bunkers (like in starcraft). And in sc2 the ghost would be a overused unit vs zerg, vs protoss, vs terran... overused unit at all.
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On September 29 2007 21:21 Highways wrote: can someone explain starbase??
never heard of it before
Nobody did.
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^Nah the starbase bas been mentioned several times in many different occasions. You're just not paying attention s'all.
I liked the idea but I guess it didn't work in practice. I sort of saw that coming... Oh well.
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Starbases were an upgrade for starports that allowed them to produce units when uplifted.
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Nooooooooooooooooooooooooo Starbases were one of the fun ideas, sad to have them gone
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is it me, or changing "ComSat Station" to a totally generic name "Surveillance Station" is gay? it's like changing "Wraith" to "Fighter Jet"
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Sweden33719 Posts
Pretty weak name change yeah, also weak that it's not an addon.
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You play toss, right?
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so the comstat isnt a addon anymore? if it is you could maybe just kill the scanner and than your cc would again have the ability to lift off, but by the sounds of it looks like its not a add on
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I liked the idea of the starbase, I wonder why they removed it?
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Most likely either it was impractical and not worth the teching or the mana recharge ability made it imbalanced when used in conjunction with BC or Nomad or Thor or something. It might not have been worth keeping at all once they had to scrap the recharge part.
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On September 30 2007 01:42 gravity wrote: I liked the idea of the starbase, I wonder why they removed it?
The mana regen thing was probably imabalanced as well as new (slow [BC?]) units popping up fresh in the front battle lines in later macro games. It totally takes away a lot of the balance to these capital ships.
Not only that but its an expensive upgrade so no one is going to get it unless these late game macro war circumstances.
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Making so that scanners and planetary fortresses cant fly is good, it means that you dont want to build the scanner at unprotected expos since then you cant save the CC, and i hope i dont need to explain why the fortress shouldnt be able to fly.
Also its called surveilance since it increases the sight range of the cc in addition ot providing the scanner, so in effect you get more from it if built on the front somewere but then you also lose more since its easily killed.
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On September 30 2007 06:45 CharlieMurphy wrote:Show nested quote +On September 30 2007 01:42 gravity wrote: I liked the idea of the starbase, I wonder why they removed it? The mana regen thing was probably imabalanced as well as new (slow [BC?]) units popping up fresh in the front battle lines in later macro games. It totally takes away a lot of the balance to these capital ships. Not only that but its an expensive upgrade so no one is going to get it unless these late game macro war circumstances.
I dunno, seemed viable to me. Say, you're "rushing" BCs to spray the opponent's mineral line. When the Starport is completed, you upgrade it and begin construction of the Deep Space Relay. When the Starbase is ready, you lift it off and fly towards the enemy base, making BCs as soon as the DSR finishes. So by the time you get your first BC (which is a set amount of time, if you're teching directly), it's already near the enemy workers and has full energy.
Maybe that's why they scrapped the Starbase...
On September 30 2007 06:51 Klockan3 wrote: i hope i dont need to explain why the fortress shouldnt be able to fly.
lol, it won't help. The difference is, this way using the PF offensively may qualify as a Pimpest Play.
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Sweden33719 Posts
On September 30 2007 06:51 Klockan3 wrote: Making so that scanners and planetary fortresses cant fly is good, it means that you dont want to build the scanner at unprotected expos since then you cant save the CC, and i hope i dont need to explain why the fortress shouldnt be able to fly.
Also its called surveilance since it increases the sight range of the cc in addition ot providing the scanner, so in effect you get more from it if built on the front somewere but then you also lose more since its easily killed. BUT WHAT ABOUT MY FLYING ARMY OF COMMAND CENTERS!?
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On September 30 2007 11:57 FrozenArbiter wrote:Show nested quote +On September 30 2007 06:51 Klockan3 wrote: Making so that scanners and planetary fortresses cant fly is good, it means that you dont want to build the scanner at unprotected expos since then you cant save the CC, and i hope i dont need to explain why the fortress shouldnt be able to fly.
Also its called surveilance since it increases the sight range of the cc in addition ot providing the scanner, so in effect you get more from it if built on the front somewere but then you also lose more since its easily killed. BUT WHAT ABOUT MY FLYING ARMY OF COMMAND CENTERS!? its okay FA
1. Build 23904892304 command centers. 2. Lift! GOGOGOGOGO 3. Land in opponent's base. 4. Upgrade to planetary fortress 5. ??? 6. Sex
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Planetary Fortress shouldn't be able to lift, too powerful.
But not being able to lift with Comsat? It artificially makes them more valuable than they really are.
I hate how Blizzard is changing the entire Terran approach to reconnaissance. The scanner towers or whatever completely destroy the ability of the opponent to make surprise attacks, yet you can only build it at your base. And if you want to build a Comsat station, you have to guard that Command Center like a motherfucker because you can't lift it. All this does is just make Terrans more reactionary.
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Starbases weren't very useful when we used them in SC2.
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I think Starbases were a cool idea because they built on the idea of Terran mobility.
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On September 29 2007 22:10 artofmagic wrote: is it me, or changing "ComSat Station" to a totally generic name "Surveillance Station" is gay? it's like changing "Wraith" to "Fighter Jet"
Agreed, i see no reaosn for change. They just learned to build the comsat on TOP of the CC instead of next to it.
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On September 29 2007 21:26 Malcolm wrote:in sc2 the ghost would be a overused unit vs zerg, vs protoss, vs terran... overused unit at all.
You mean like Siege Tanks, mutas, lings, zealots and goons? Nothing wrong with that.
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