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Submit your questions - June

Forum Index > SC2 General
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Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 03 2008 14:22 GMT
#1
June edition, submit questions here and 5 of them will be sent to blizzard for their Q/As.

Please try to submit questions that will yield interesting answers, that is, a question that has to be answered by something other than yes/no is preferable.

This will make my job a loooooot easier so thank you very much in advance =P
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 03 2008 14:39 GMT
#2
Has the damage type and class system changed since broodwar? It seems as though many units have been given bonuses to a specific armor class rather than damage cuts to 2 armor classes and 1 class receiving full damage. If this holds true, what implications will this have on gameplay?
Igakusei
Profile Blog Joined October 2002
United States610 Posts
Last Edited: 2008-06-03 20:12:51
June 03 2008 20:12 GMT
#3
In Broodwar, the way mutalisks could stack and attack without stopping to shoot enabled them to be used as a very effective harassing unit. In SC2, the new mutalisks have to stop to shoot. This seems like it will greatly diminish their power and scope of use. What were the reasons for this change, and what are your observations on the usefulness of the new version?
InRaged
Profile Joined February 2007
1047 Posts
June 03 2008 20:21 GMT
#4
On June 04 2008 05:12 Neverborn wrote:
In Broodwar, the way mutalisks could stack and attack without stopping to shoot enabled them to be used as a very effective harassing unit. In SC2, the new mutalisks have to stop to shoot. This seems like it will greatly diminish their power and scope of use. What were the reasons for this change, and what are your observations on the usefulness of the new version?

Already answered, they're working on implementing this bug.
Savio1
Profile Joined May 2008
34 Posts
Last Edited: 2008-06-04 16:53:36
June 03 2008 21:31 GMT
#5
EDIT: After posting this, I got Karune to answer them on SC2 forums. Do not submit these questions (Except the last one about nydus travel speed, he has still not answered that).

Answers: http://teamliquid.net/forum/viewmessage.php?topic_id=72634

We have heard some info recently about the Nydus Worm recently (travels non-cloaked, can carry 255 units), but there are still aspects that have not been explained.

When a nydus worm surfaces, and after releasing its troops, does it become a back and forth instant transport system similar to the nydus cannal in SC1? Or in other words, is it a 2 way road?

After being deployed and releasing troops, is the nydus fixed forever in its spot, or can it move again?

If a nydus worm is killed before unloading, do all of the troops die that were loaded into it (this has been speculated about, but no official answer has been given)?

In the current build, can you describe to us the traveling speed of the nydus worm compared to the phase prism and medivac?
Savio1
Profile Joined May 2008
34 Posts
June 03 2008 21:35 GMT
#6
In the video previews, the lurker burrowed as fast as all other units while in SC, the burrow was accompanied by a delay and an animation (this delay had a large effect on marine/lurker micro gameplay).

Can you describe for us the burrow speed of the lurker in the current build and if there are plans to change the lurker's burrow in the future?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 05 2008 04:19 GMT
#7
this is the question that needs answering desperately

The Medivac has been been questioned by a number of people who are unsure this is the right unit for the game. What alternatives/changes have you tried/made to the Medivac/Dropship and how have they played out?
Administrator~ Spirit will set you free ~
InfestedProtoss
Profile Joined June 2008
1 Post
June 06 2008 00:26 GMT
#8
Do you have any more details on the Infested Protoss unit for the Zerg(some art, stats, how it plays, etc)?
Friends are like Potatoes; If you eat them, they die
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
June 06 2008 02:25 GMT
#9
1: What made you keep the Thor after several changes to it and still many people think its absolutley unnecesary and uninspired?
2: What is the Marauder role apart from the obvious of slowing down units, is it really cost-effective and useful and aren't you afraid it might turn out to be as the queen and ghost in starcraft, barly used.
3: How did you came to the idea of the Immortal, since everyone likes it and think it fits perfectly into starcraft 2, with no or very little exceptions.
4: What is the main idea behind the Overseer, there are some thoughts that it may turn out to be a huge disadvantage to the Zerg as its the only mobile detection for Zerg.
5: Can you tell us more specifics and details about the worm, for example can it move through uneven terrain and natural blocks like rocks and stuff or will it circle aroud them, how are units shown when inside the worm, for example is their some new graphical interface that will show up and so on...
6: What was the idea of moving the hydralisk into higher tier, since there is the fear of zerg not having early ground to air unit and thus being extremly vurnable to air to ground units. Also how will hydralisk's higher tier and more supply be compensated for considering the roach seems much more stronger unit yet lower tier?
7: Will you be looking to make Zerg single player campaign much different than the protoss and terran one, since Zerg is the most unique race in starcraft. Obviosly they won't be flying in battlecruiser but would it be the same type just zerg flying in overlord or something instead of battlecruiser !?
8: Will battle.net support huge number of observers and live broadcasting from within battle.net?
T-P-S
Profile Joined June 2007
United States204 Posts
Last Edited: 2008-06-06 06:12:16
June 06 2008 06:07 GMT
#10
In your testing, how has gameplay involving Warp Rays played out? Do they usually fufil their role as large unit/building killers? Do you often find Warp Rays only fighting each other?

If a Warp Ray begins to build up its attack against a Stalker, will teleporting the Stalker reset the laser build-up?
~a hunnerd. Cash, check, whatever. I'll Mothership it.
Ideas
Profile Blog Joined April 2008
United States8169 Posts
June 06 2008 19:33 GMT
#11
How do Zerg vs Zerg games go in SC2? Is it still just mostly mutalisks and zerglings? Or have the new units changed it up?
Free Palestine
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-06-09 13:37:04
June 09 2008 12:52 GMT
#12
Ideas, good Q, will probably be picked.

I'm gonna submit a few myself, I'm not gonna auto pick it unless people think it's good tho ;p

Q1)
What can you tell us about the medivac (why did it replace the medic, how many units does it heal at once, how much mana does it have, etc)? How does it change the terran matchups compared to the medic?

Q2)
Terran in SC1 played very differently from matchup to matchup (metal for TvP, bionic for TvZ, mostly, and a different style of metal for TvT), do you feel this is an important "feature" of the terran race or is it something you want to change (ie make biomech the standard for all matchups, just as an example)?

Sound good?

EDIT: MEEEEH, I went through the Q/A archives and we've actually already asked Q2 sort of (+ Show Spoiler +
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

[Dustin Browder] 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.

and Q1 has sooooooort of been asked..

+ Show Spoiler +
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.

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
June 09 2008 14:18 GMT
#13
Is the new lurker prettier yet???
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-06-09 18:05:12
June 09 2008 17:59 GMT
#14
this is a rollover from the "nitpicking tiny shit" thread. since this thread is so short, i thougth i might as well put it in here, and hope some get answered.



i feel this one is an important one.
---1) burrowing was rarely used, and there was a disincentive to utilize it on top of that. to have burrowing be more encouraged in SC2, will the default command for "u" be to unburrow rather than burrow? . In BW, if a patch of burrowed units got discovered and attacked, it would be impossible to unburrow all of them and enegage/run because the default command for a group of mixed units was to unburrow rather than burrow. so what happens is instead of evacuating, the units that are getting hit just end up reburrowing, and your entire group dies. , kind of like for cloaking? or will there be two separate hotkeys for burrow and unburrow (cloak/uncloak)

seriously, if they leave the default command as burrow, or don't differentiate hotkeys, i am going to spam their forums like no other....

---2) will certain commands still be removed when selecting heterogenious types of units? for example, a medic + vessels would remove the heal command, which is bad. selecting lurkers with any other unit would remove the attack command!!! (please, we're trying our best to be gosu, but the system is against us!)

---3) there has been many requests for a rewind feature for replays. this, as pointed out by other SC2 awaiting forum goers, would be quite difficult. Then i realized if there was a "quick reload" feature, then we could just simply fast forward to the part that just passed by WITHOUT having to quit game, wait, create game, select replay, wait for th ecount down and wait. a simple "quick reload" that bypasses all this would be much simpler to implement than figuring out how to rewind and reverse the entire game that is being "replayed".

---4)" A reasonable, sensible grid. Why do some buildings block perfectly on some sides, and others on other sides, and others on no sides at all? PvZ FE building placement shouldn't take extensive testing, a configuration that looks right should block right. This also helps with the building unit trapping thing." a uniform "building code" would be nice.

---5) " If you build something on another unit, it'll move away, like comsats. Motherfucking goddamn MY FACT NEEDS A SHOP MOVE YO FAT SCV ASS WORKING ON THAT OTHER FACT" quite a sensible observation. - let addons take precedence over units and simply have the units move out of the way when you build an addon, much like how scv's scatter after u clump them together on one mineral.
Jazriel
Profile Joined April 2008
Canada404 Posts
June 09 2008 18:11 GMT
#15
How extensive will the StarCraft 2 editor AI editor be? Will players be able to create high-level AI's? If the answer is no, is Blizzard considering adding better support for AI to add to the predicted e-Sport status of StarCraft? Does Blizzard think that StarCraft AI tourneys are viable? Does Blizzard support this idea?

Also, will a player be able to "play" their AI versus online opponents? As in, they make a game and watch what their AI is doing?
#1 LoL player
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-06-09 19:00:27
June 09 2008 18:59 GMT
#16
ai will never surpass humans in SC. but i do agree that they should have the UTMOST UBER computer AI as possible - one beyond "hard".
LordofToast
Profile Joined May 2008
United Kingdom250 Posts
June 09 2008 21:17 GMT
#17
We haven't heard much about the Ghost in a long time. Can snipe hit any zerg unit or is it limited to the smaller ones and has nuke being moved away from the command center increased its usage?
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
June 09 2008 22:40 GMT
#18
9: There was a suggestion go give the lurker an upgrade that would improve its spikes so they can attack in 4 ways "+"; What do you think about this and has there been similar ideas in the development team and if so why hasen't such ones been utilised?
10: Can a unit be stucked between buildings when spawning or will there be somekind of better mechanic that will make the unit spawn from a side where there is place to move?
Murlox
Profile Blog Joined March 2008
France1699 Posts
June 09 2008 23:01 GMT
#19
On June 10 2008 07:40 SlickR12345 wrote:
There was a suggestion go give the lurker an upgrade that would improve its spikes so they can attack in 4 ways "+"; ... why hasen't such ones been utilised?



Holyness... just think about it.

Think about zerg allies in "3v3 hunters" games.
Resistance ain't futile
Murlox
Profile Blog Joined March 2008
France1699 Posts
June 09 2008 23:04 GMT
#20
"oops" "scuse me" "just stay 1 screen away, aright?"
Resistance ain't futile
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