Submit your questions - June - Page 3
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Smurfz
United States327 Posts
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Bozali
Sweden155 Posts
In Starcraft: Brood War the latency played a huge part in terms of beeing able to micro and therefor people avoided battle.net and started using other tools such as Hamachi. Can we expect a more LAN-like latency in Starcraft 2 to make the more advanced micro techniques viable? | ||
lololol
5198 Posts
On June 17 2008 03:01 Smurfz wrote: Last we've heard, smartcasting was in SC2. Obviously not all of the abilities will be smartcasted, such as the Stimpack ability, and Stalker's Blink abilities. Does Blizzard have any type of "rule" that decides what kind of abilities are smartcasted, and which abilities aren't? It's called common sense. | ||
VIB
Brazil3567 Posts
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VIB
Brazil3567 Posts
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edahl
Norway483 Posts
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lololol
5198 Posts
On June 18 2008 06:58 VIB wrote: Actually I remember hearing about it somewhere a long time ago. Proly during wc3 beta development. They said something along the lines that they wanted repetitive obvious abilities that doesn't require much thinking to be auto cast. Which is why priest heal, necro rez etc are auto-cast. If they weren't you'd be always spamming those buttons non-stop at obvious times. He was talking about smartcast, not autocast. It's pretty obvious that you don't want just one of the selected marines to stim, just as that you don't want to waste 12 lockdowns on a single target(or any other spell that doesn't stack). | ||
Cheerio
Ukraine3178 Posts
Functionally a warp gate is similar to a gateway in that both devices open a spatial rift. However, protoss forces moving through a gateway must emerge in close proximity to the structure, whereas those summoned via a warp gate can be projected to any part of the battlefield that lies within the psionic matrix. So the question: Are the units built in warp gate spawn at rally points instanly, over time, or are "stored" somewhere so you can use them later (like in protoss introduction video when a single prism spawned 12 zealots)? | ||
Highways
Australia6103 Posts
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lololol
5198 Posts
On June 18 2008 21:45 Cheerio wrote: The question probably not for Bliz but for you guys. There is a description of warp gates on starcraft2.com Functionally a warp gate is similar to a gateway in that both devices open a spatial rift. However, protoss forces moving through a gateway must emerge in close proximity to the structure, whereas those summoned via a warp gate can be projected to any part of the battlefield that lies within the psionic matrix. So the question: Are the units built in warp gate spawn at rally points instanly, over time, or are "stored" somewhere so you can use them later (like in protoss introduction video when a single prism spawned 12 zealots)? If you've played war3, then it's just like the neutral mercenary buildings, but the max stock is one and aplies to all units. If you haven't: all the units in a warp gate are on a shared cooldown(i.e. warping one unit will restart the cooldown for all of them), which is shorter than the normal unit buildtime(units with higher buildtime will have a longer cooldown ofc). Once the cooldown expires you can create the units one by one at the desired location by paying their cost and the cooldown for the building will start again. Once you select the location the units will warp-in in a few seconds, by building up hp/shields over that period, like protoss buildings currently do in sc:bw, but if the pylon/prism powering the area is destroyed, units still warping in will die. | ||
crabapple
United States397 Posts
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anotak
United States1537 Posts
edit: another one Have you paid attention to how mapmaking evolved from original blizzard cliffable-main, no-natural, etc type crap to modern maps like Othello, Python, Blue Storm, etc? Have you done any talking with OGN and MBC mapmaking teams and mapmakers like Rose.Of.Dream on map balance and map fun and etc? | ||
parkin
1080 Posts
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VIB
Brazil3567 Posts
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Scorch
Austria3371 Posts
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Showtime!
Canada2938 Posts
On June 18 2008 22:04 Highways wrote: You have mentioned that there is a new build of the game each week. How extensive is the testing of each build before changes are made? What are the procedures of testing gameplay and balance that are currently being used? Do some of you guys even read the questions you ask before posting? 1. You answered the first one yourself. Every week they tweak it and testing goes on from 9-5 and sometimes later. 2. Perhaps somewhat better, but they've already mentioned parts of this before. Round table discussion, check new build, round table, check new build. | ||
anotak
United States1537 Posts
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disciple
9070 Posts
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Motiva
United States1774 Posts
...with only zerglings and defensive units the zerg is forced to play reactively. | ||
Aerox
Malaysia1213 Posts
On June 22 2008 16:19 Motiva wrote: ...with only zerglings and defensive units the zerg is forced to play reactively. Untrue. Let me refresh your memory: "zergrushhhh kekekekeke..." And the changes may cause burrow to become a staple. On June 20 2008 18:16 Scorch wrote: "The Protoss Mothership and the Terran Thor have been struggling for months to find a proper unique role in the game, having been reworked and tweaked frequently. Furthermore, sizeable parts of the community aren't too fond of these "super units". Are you considering the possibility of demoting them to single player only, or even taking them out of the game completely, even though you already spent so much work on them? If not, what are the current areas of application of the Thor and Mothership, and are you satisfied with them?" Another vote for this but with some rewording (Maybe exclude the 2nd sentence). And last question needs rephrasing because devs obviously will never be satisfied with their work even after release. Maybe: "Have the lores for the Thor and the Mothership been set in stone? Are there specific roles Blizzard are aiming for these seemingly 'untouchable' units?" and I wanna add this to it just to try digging everything out of Blizz, hehehe: "Are there any more new or replacement units to be unveiled?" | ||
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