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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 States8091 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
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-06-09 23:24:52
June 09 2008 23:22 GMT
#21
On June 10 2008 02:59 gwho wrote:
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.


1 and 5 are already fixed in wc3, so they are pretty much guaranteed to be fine in sc2. Subgroups "fixed" the first one, because you can give the order to only the burrowed or only the unburrowed units. Subgroups are the answer to 2 as well, you can tab between the different unit types and use their abilities.
I'll call Nada.
Ghostclaws
Profile Blog Joined October 2006
114 Posts
June 10 2008 01:20 GMT
#22
Upon release, how much of the game will be able to be patched/modified? Values like hitpoints, types, cooldowns, costs, etc. can be easily patched, but I am wondering if Blizzard plans to be able to patch units, abilities, the tech tree, interface, features, and bigger things like that. I understand there is still a lot of testing to do and the game isn't even in beta yet. However, certain aspects of the game are hotly debated, and with no clear answer to be found, a choice must be made. In the case that problems (which, say, slipped by in testing) arise, I would like to know how Blizzard plans to react. It's a hypothetical and unlikely situation, but I think the answer tells us more on how Blizzard plans to develop this game.

A simpler way to put it all:
What will you do if you think you've made the wrong decision(s) after releasing the game?
hhjkkjhgffghhgg, hhjkkjhgffghgff
OakHill
Profile Blog Joined March 2008
United States168 Posts
Last Edited: 2008-06-10 02:02:03
June 10 2008 01:57 GMT
#23
Unfortunately Blizzard picks the easiest to answer questions that have usually already been answered... .
[image loading]
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
June 10 2008 02:24 GMT
#24
I slept with verrith's wife
...
Smurfz
Profile Joined May 2008
United States327 Posts
June 10 2008 04:59 GMT
#25
The Jackal shoots out streams of fire that lasts for a small duration, before the Jackal has to fire again. Do units that move out of the stream of fire take less damage than a unit that would stay in the stream of fire for the entire duration of the attack?
Guthrek
Profile Joined September 2007
Canada31 Posts
June 10 2008 06:54 GMT
#26
On June 10 2008 11:24 UmmTheHobo wrote:
I slept with verrith's wife


you've gotta put a question mark on that, or they won't answer it.
in this kinda situation, between a man and a woman, theres this old folk custom. to just. get. naked.
theqat
Profile Blog Joined March 2008
United States2856 Posts
June 11 2008 17:51 GMT
#27
Here's my question to Blizzard:

For Starcraft 2, will the development team be addressing the issue of Battle.net's poor treatment of lag?

In both the Brood War and Warcraft 3 communities, very popular alternative methods of game hosting and matchmaking have arisen in order to get around Battle.net's imposed latency--see pickup.listchecker and GGclient for Warcraft 3 as well as ICCcup and chaosplugin for Starcraft. In each game, these alternative methods enable tactics over thousands of miles and often between continents that would otherwise only be seen over LAN, such as swinging Mutalisks and canceling Death Coil in mid-animation.

I believe that the community would hope to not have to leave Battle.net to experience the true possibilities of Starcraft 2.
Meta
Profile Blog Joined June 2003
United States6225 Posts
June 12 2008 11:17 GMT
#28
I have a question, I haven't seen any answer to it in particular but if I've missed it please let me know:

Will ranged units be able to shoot "around" cliffs? As far as I know, in BW if you can see somewhere on the map you can shoot to that place if a unit is close enough. But will units in SC2 be able to shoot to the other side of walls, around cliffs or anything similar?

If I'm wrong about how that works in BW I'll go ahead and put my foot in my mouth.
good vibes only
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
June 13 2008 01:04 GMT
#29
Will sc2 have a feature to remove death animations, excessive shooting animations, etc? Visual clarity had became a huge concern with the starcraft community. Sc1 was a spectator sport and esport partly because it was so easy to discern what was going on and react to it. Hopefully this won't change in sc2 just because of overexcessive animations.
#1 Flash Fan
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 13 2008 01:29 GMT
#30
On June 10 2008 08:01 Yank31 wrote:
Show nested quote +
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.

hahaha that would be so fun. I would go mass lurkers everytime just for the fun of killing my allies and the enemy at the same time.
Can't believe I'm still here playing this same game
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2008-06-14 10:12:39
June 14 2008 10:11 GMT
#31
When a warrior dies on a battlefield but the victory is secured he is still considered a victor. It looks unfair in teamgames of starcraft that when a player dies but the team is victorious, he is denied watching the outcome of the game and is given a loss. Will there be an option to switch loss conditions or will they differ by game type in starcraft2?
lololol
Profile Joined February 2006
5198 Posts
June 14 2008 13:06 GMT
#32
On June 13 2008 10:29 Luddite wrote:
Show nested quote +
On June 10 2008 08:01 Yank31 wrote:
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.

hahaha that would be so fun. I would go mass lurkers everytime just for the fun of killing my allies and the enemy at the same time.


Too bad they won't hurt allies any more, so you'll have to manually target them.
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
June 14 2008 13:11 GMT
#33
On June 14 2008 19:11 Cheerio wrote:
When a warrior dies on a battlefield but the victory is secured he is still considered a victor. It looks unfair in teamgames of starcraft that when a player dies but the team is victorious, he is denied watching the outcome of the game and is given a loss. Will there be an option to switch loss conditions or will they differ by game type in starcraft2?


This is already solved in wc3.
You are not given a loss, until all your allies are eliminated. You can watch them play or they can share the unit control with you(just like in team melee games in sc, but with restrictions concerning buildings).
If you stay in the game and your team wins, you are given a win, if you leave and your team wins, you're given a draw. Before it was always a win, but that lead to the creation of a bot used to unlock icons by mass leaving team games and it often did that with close to 40% win rate.
I'll call Nada.
ocoini
Profile Blog Joined April 2003
648 Posts
June 15 2008 01:15 GMT
#34
Not being too familiar with WC3 - WC3 had a slightly diffrent way of placeing buildings I think. Am i correct in that when it came to WC3, if you wanted to build a building, you could get an un-placeble "blueprint" to appear under mouse cursor - without haveing the required minerals. Whereas in SC you get a not enough minerals error when attempting to build something that you can't afford. Will SC2 be like the WC3 version or the SC version of this?

If waypoint building is here to stay..( *shudders* I don't want this! ).. What is the reasoning for not makeing workers wait in place, until enough minerals to construct something in the que is achived, contra cancelling their que and makeing the worker idle? It would seem that if your view is that waypoint building will in most part only be handy to newcommers, there is no reason for it to be limited by the economy either?
Street Vendor Crack Down Princess-Cop!
G5
Profile Blog Joined August 2005
United States2898 Posts
June 15 2008 02:39 GMT
#35
ask him what the most entertaining match up to play and watch are as of now in sc2
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
June 15 2008 07:24 GMT
#36
I guess it's time to ask a little more in-depth on the replay feature:

How much data is being recorded in replays right now? Will there be an external replay player for SC2? Will chats be recorded along together with the game in a replay? Could you guys add a last game played autosaving replay? Is there a possibility for a pseudo-first-person-view replay? Have you guys looked into SCBW's third party programs made by fans for possible replay features to be added to SC2?

On another note, iono where to suggest this:
If they're afraid of chats taking up too much space, maybe they should make them a separate same named file like movie subtitle files then we'd have the option to save with or without chats after a game.

If these gets submitted, I'm gonna feel like I've given the Blizz dev team more work to do thus delaying SC2 even more. Bahahaha.
"Eyes in the sky."
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 15 2008 16:01 GMT
#37
Chats are recorded in WC3, and I think they have a last replay saved feature already in BW (added in some recent patch)? Rest are not bad :O
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
drift0ut
Profile Blog Joined June 2004
United Kingdom691 Posts
June 15 2008 21:15 GMT
#38
I'd like to know what improvements will be made to the spectator mode.

It would improve the viewing experience if things like the production queue, hotkey groups or minerals per minute (TSL style) could be seen by the audience in live games.
crabapple
Profile Blog Joined June 2008
United States397 Posts
June 16 2008 16:46 GMT
#39
will there be an automatic save for replays? of course it's not a big deal, but sometimes people forget and they lose out on getting an awesome replay.

if there was one "RAM" file, it could be used to always contain the last replay. if u forget to save it separately, it's still there for you to do so. if you don't choose to save, then play another game, then the "RAM" file then becomes the new replay.
crabapple
Profile Blog Joined June 2008
United States397 Posts
June 16 2008 16:48 GMT
#40


will there be an automatic save for replays? of course it's not a big deal, but sometimes people forget and they lose out on getting an awesome replay.

if there was one "last played game" file or "RAM" file, it could be used to always contain the last replay. if u forget to save it separately, it's still there for you to do so. if you don't choose to save, then after you play another game, it will become the replay of the game u just played.
Smurfz
Profile Joined May 2008
United States327 Posts
June 16 2008 18:01 GMT
#41
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?
Bozali
Profile Joined January 2008
Sweden155 Posts
June 17 2008 20:53 GMT
#42
Question:
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
Profile Joined February 2006
5198 Posts
June 17 2008 21:36 GMT
#43
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.
I'll call Nada.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 17 2008 21:54 GMT
#44
Many agree that sc1 is only as big and balanced after 10 years because of the versatility of the map editor that allows progaming organizations such as Kespa to design their own maps based on their needs to keep pro strategies new, interesting and balanced every season. Do you plan anything new for sc2 to give competetive multiplayer melee map makers even more control over game strategies and balance?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 17 2008 21:58 GMT
#45
On June 18 2008 06:36 lololol wrote:
Show nested quote +
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.
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.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
edahl
Profile Joined February 2008
Norway483 Posts
June 17 2008 23:35 GMT
#46
Well, the burning question in my mind is whether or not they are keeping the size on units such as Thor and the Mothership.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-06-18 08:16:37
June 18 2008 08:09 GMT
#47
On June 18 2008 06:58 VIB wrote:
Show nested quote +
On June 18 2008 06:36 lololol wrote:
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.
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).
I'll call Nada.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
June 18 2008 12:45 GMT
#48
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)?
Highways
Profile Joined July 2005
Australia6103 Posts
June 18 2008 13:04 GMT
#49
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?
#1 Terran hater
lololol
Profile Joined February 2006
5198 Posts
June 18 2008 17:27 GMT
#50
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.
I'll call Nada.
crabapple
Profile Blog Joined June 2008
United States397 Posts
June 18 2008 18:26 GMT
#51
i was wondering about the zealot storing thing. can u not make another zealot if ur "holding" a zealot to warp?
anotak
Profile Blog Joined March 2008
United States1537 Posts
Last Edited: 2008-06-19 04:09:31
June 19 2008 02:13 GMT
#52
A lot of unit control and high level unit control (and also lead to things like muta and other air unit stacking) is based on the "magic box" formation system of Starcraft 1, where units within a box of certain size stay in the formation they were in while stationary while moving, and arrive in the same formation, whereas a group of units larger than this all bunch together and come closer together. In WC3, units followed a pattern where no matter what formation they were in, they try to group into squares and ignore any player's intended formation. Many SC players complained that Warcraft 3 is actually harder to control your units as intended because this square formation is actually quite often suboptimal and annoying. How is this handled in SC2?

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
Profile Blog Joined July 2007
1080 Posts
June 19 2008 20:55 GMT
#53
will the picture on widescreen monitors be squeezed out or will they see more of the game?
mostly harmless
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 20 2008 05:26 GMT
#54
It is already standard for zerg players to completely replace lurkers with ultralisks once they get the tech. In sc2 you put lurker to tier 3 and gave splash damage to ultralisks. How will you avoid role overlaps?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
June 20 2008 09:16 GMT
#55
"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?"
Showtime!
Profile Joined November 2007
Canada2938 Posts
June 20 2008 13:49 GMT
#56
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.
Mini skirt season is right around the corner. ☻
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 21 2008 22:46 GMT
#57
The Korean pros already have such a tremendous advantage in Starcraft 1, and they're already getting playtime on the early builds of SC2. Have you given a chance to the highest level nonkorean teams like Excello, RoX, ToT, and MYM to try the game?
disciple
Profile Blog Joined January 2008
9070 Posts
June 21 2008 23:16 GMT
#58
Whats the range of the Warp Ray in the current BO? Does it outrange all static ground-to-air defenses such as turrets and cannons. Can you give more information about the building time and price of the ship and do you think it can get as worthless as the scout in the original SC
Administrator"I'm a big deal." - ixmike88
Motiva
Profile Joined November 2007
United States1774 Posts
June 22 2008 07:19 GMT
#59
With the only Tier 1 military forces the Zerg have at their disposal being the Queen and Zerglings, What do the Zerg have to prevent Terran or Protoss from dictating their play style strongly in the early game?

...with only zerglings and defensive units the zerg is forced to play reactively.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
June 22 2008 08:51 GMT
#60
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?"
"Eyes in the sky."
born-to-porn
Profile Joined January 2004
Denmark400 Posts
June 22 2008 12:43 GMT
#61
One of the most enjoyable parts of the original starcraft was the alternative game types, such as team melee, greed, capture the flag and so on. How many, if any, of these game types will be included in Sc2 and will there be any new ones included as well?
Nobody beats the Beater
Showtime!
Profile Joined November 2007
Canada2938 Posts
June 22 2008 12:56 GMT
#62
they already answered that one not to long ago uggggggggggggggggh.

people before you ask any questions can you please do some more research please t.t
Mini skirt season is right around the corner. ☻
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 22 2008 13:16 GMT
#63
I can't find where they said anything about team melee or CTF..
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
born-to-porn
Profile Joined January 2004
Denmark400 Posts
June 23 2008 22:29 GMT
#64
Yes, please provide me with a link because I consider myself very well informed about SC2 and I've never heard that question answered.
Nobody beats the Beater
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 23 2008 22:32 GMT
#65
Does the zerg has no mobile counter to both cloaking and air at hatchery level? Doesn't that force the zerg to always play a defensive boring and limited game of always having to play or opponent's game? (always have to do the same to avoid being rushed by either air or cloak)
Great people talk about ideas. Average people talk about things. Small people talk about other people.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 23 2008 22:38 GMT
#66
Nowadays it's very common to watch recorded games on youtube videos instead of starcraft replays. Which, among other advantages, is much more practical and easier for the viewer to watch (no need to install/run starcraft). Can we expect some tool to allow starcraft 2 spectators to watch games without installing/running the whole big and heavy game? Maybe a small replay-only application or even a browser plug-in?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
AdamaS
Profile Blog Joined May 2008
119 Posts
June 24 2008 01:17 GMT
#67
Will it be possible to force fire on terrain like in Command & Conquer games? Rather than say having to move your own SCV over to an invisible unit and have your siege tank attack the SCV to get the hit in, as it would be more realistic.
Ideas
Profile Blog Joined April 2008
United States8091 Posts
June 24 2008 01:22 GMT
#68
On June 22 2008 22:16 FrozenArbiter wrote:
I can't find where they said anything about team melee or CTF..



When SC2 was announced I remember someone asked a Blizz rep about game modes, and they said that the only supported one will be the standard melee games, and that UMS games will fill the void of things like CTF ect. I think they just decided it wasn't worth adding in those other game modes since hardly anyone played them.
Free Palestine
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2008-06-24 09:33:09
June 24 2008 09:26 GMT
#69
In SC1 all races had their ways of dealing with mass static defences (without heavy air):
Terrans had tanks
Zergs had swarm
Protoss had web
Tanks and swarm are now there in SC2 at tier 2 but corsair with web is gone. What unit will take his role?

I can think of possible answeres:
1) Mothership with time-bomb
2) Some unit with anty gravity (nullifier at current build)
Mothership is heavy air by itself and is at tier 3 so it can't be it. And nullifier can only lift 1 cannon per spell (it can lift a pylon but there can be lots of them and what about terran and zerg defences?). So the only answer I see is protoss never really used web so they didn't really lose anything.
LarvaRush
Profile Joined June 2008
63 Posts
June 27 2008 21:53 GMT
#70
Will nomad spider mines be able to attack movable zerg buildings? or defenses?
AdamaS
Profile Blog Joined May 2008
119 Posts
June 30 2008 03:13 GMT
#71
I can't remember if this was already addressed in the Terran gameplay video or not... Will it be possible to hear enemy units attacking other units (for example, if it was a three player game), like a siege shell exploding, but in an area you have yet to explore (thus you can hear it but can't see it, but if the enemy was not covered by the fog of war and in range you would be able to hear it)? Or for example if they are attacking a doodad, like in Hitchhiker, where doing so would create another entry into your base?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 30 2008 12:48 GMT
#72
Bumping this to let everyone know I'll be submitting questions within the next few days so get posting.

Also, questions that cannot be answered by "yes" or "no", but need a real answer, are preferable.
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
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 01 2008 02:46 GMT
#73
What is your point of view about Overlords unloading infinite amounts of Creep?
Is bringing back Consume to Overlords/Overseers good idea to balance it?
account abandoned:P RIP
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 05:31 GMT
#74
Damn it, Naruto and Nyovne already answered most of my questions I don't know what else to ask

hmm.... how does it feel to get beat by someone who played your own game for the first time? ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 01 2008 05:35 GMT
#75
Yeah! Do you plan on playing against some Koreans next time?
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-01 06:50:53
July 01 2008 06:41 GMT
#76
On June 19 2008 11:13 anotak wrote:
A lot of unit control and high level unit control (and also lead to things like muta and other air unit stacking) is based on the "magic box" formation system of Starcraft 1, where units within a box of certain size stay in the formation they were in while stationary while moving, and arrive in the same formation, whereas a group of units larger than this all bunch together and come closer together. In WC3, units followed a pattern where no matter what formation they were in, they try to group into squares and ignore any player's intended formation. Many SC players complained that Warcraft 3 is actually harder to control your units as intended because this square formation is actually quite often suboptimal and annoying. How is this handled in SC2?

Comment about this one: there is a key or something that when hold down lets units go as they are, faster units moving... faster, not slowing down to slowest units selected
edit: I think I remember something similar already asked some long time ago, it was if units will slow down to slowest units in selected group
but answer was NO


My question: Could you tell something about SC2 accounts on Battle Net and Battle Net itself? Will there be level system similar to W3 one or just old statistics? Will player be able for example to send mail to another player (when 2nd player is offline)?
account abandoned:P RIP
FinalB055
Profile Joined July 2008
United States15 Posts
July 01 2008 06:55 GMT
#77
The build shown at WWI08 showed the necessity for a gas heavy economy, both in units and early tech buildings. While these new gas mechanics attempt to make more bases autonomous, what steps are you taking to ensure that expansion remains an integral part of the core gameplay and resource management?
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 01 2008 23:27 GMT
#78
What is your point of view about adding new armor type as additional to current Light and Armored types? Will you prefer changing amount of units' hit points to balance them in the game to avoid that?
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 03:29 GMT
#79
Could please elaborate about your point of view of cloaked / burrowed units in the game?
Will there possibly be some way to see cloaked / burrowed units in the way unit's can be seen up the ramp, i.e. could be seen in some way but couldn't be attacked unless detected?
Does Nomad still have Detection? If no do you plan on giving it to other unit?
account abandoned:P RIP
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
Last Edited: 2008-07-02 03:41:30
July 02 2008 03:40 GMT
#80
Does SC2 have any plans to have a "translation" service similar to that seen on FFXI?

Idea from:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=58317
I have ass for brains so,
even when I shit I'm droping knowledge.
anotak
Profile Blog Joined March 2008
United States1537 Posts
July 02 2008 07:53 GMT
#81
On July 01 2008 15:41 MrRammstein wrote:
Show nested quote +
On June 19 2008 11:13 anotak wrote:
A lot of unit control and high level unit control (and also lead to things like muta and other air unit stacking) is based on the "magic box" formation system of Starcraft 1, where units within a box of certain size stay in the formation they were in while stationary while moving, and arrive in the same formation, whereas a group of units larger than this all bunch together and come closer together. In WC3, units followed a pattern where no matter what formation they were in, they try to group into squares and ignore any player's intended formation. Many SC players complained that Warcraft 3 is actually harder to control your units as intended because this square formation is actually quite often suboptimal and annoying. How is this handled in SC2?

Comment about this one: there is a key or something that when hold down lets units go as they are, faster units moving... faster, not slowing down to slowest units selected
edit: I think I remember something similar already asked some long time ago, it was if units will slow down to slowest units in selected group
but answer was NO

This is not my question. No matter whether you have that button held or not, upon arrival your units will organize themselves in a perfect square grid....
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 07:59 GMT
#82
This far it looks like they will arrive to their destination squeezed at the most... I never read any signal they will be perfectly organized; my comment is about answer that shows it's far from possible IMO
account abandoned:P RIP
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-07-03 12:58:33
July 03 2008 10:20 GMT
#83
Aeorx, I'll rewrite your question a little:

2. What can you tell us about replays in SC2? Do you have an auto-save replay feature (for more than the last replay)? Will there be an external replay viewer? Any chance of getting pseudo-first person view replays? Have you looked into any of the SC:BW 3rd party programs for possible features to add to SC2? - Aerox


That's a pretty extensive re-write I know, but the reason is they already saved chat in WC3 replays so I feel that's pretty much a given. Also tried to make it shorter and what not, if you disagree with the way I rewrote it plz let me know ASAP (submitting them today).

Perhaps I could add in a Q about watching replays online and if you still need to have the map to watch the rep (like in WC3 >_<).

(This goes for anyone with suggestions on how to make the question better)

Bozali, I rewrote your question a little (and to whoever it was that wrote an almost identical question before him, sorry, his was shorter ):

5. In SC (and WC3, I believe) the latency played a huge part in terms of being able to micro, and as a result many people avoided playing on Battle.net, choosing instead to play on LAN emulation software such as Hamachi or GG-Client. Can we expect a more LAN-Like latency in SC2 to make the more advanced micro techniques viable? - Bozali


Anotak, same goes for your Q:
3. A lot of unit control in SC is based on the magic box formation system, where units within a box of a certain size stay in the formation they were in while stationary, while moving, and arrive in the same formation. Whereas a group of units larger than the box bunch together. In WC3, units followed a pattern where no matter formation they were in, they try to group into squares and ignore any formations setup by the player. Many SC players feel that this actually made units harder to control the way you intended. How is this handled in SC2? -Anotak


It's sitll a bit long tho, so if anyone feels like coming up with a shorter version feel free.
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
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 03 2008 14:09 GMT
#84
The other guy with the latency question was me, Frozen. Thanks for submitting at least a variation on it!
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
July 03 2008 17:06 GMT
#85
In BW, third-party replay programs (like BW chart) helped players do more in depth analysis of their playing style and of courses gave us the idea APM. Will Starcraft 2 feature more extensive information from replays and if so how would it be presented? (ie. in the replay, an outside program.)
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
July 03 2008 17:08 GMT
#86
You can rewrite my question Frozen, i trust you 8)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 03 2008 17:09 GMT
#87
Post it in the july thread plz =]
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
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 03 2008 17:13 GMT
#88
Shorter version of Anotak's question...?

Will units in SC2 move in formations like in WC3? If not will they move in formation they form if they will be close to together enough and if all move with the same speed?
account abandoned:P RIP
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 03 2008 17:15 GMT
#89
That's not really what he's talking about tho!

Also, I sent them in already, so too late :C
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
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 03 2008 17:19 GMT
#90
On July 02 2008 16:53 anotak wrote:
Show nested quote +
On July 01 2008 15:41 MrRammstein wrote:
On June 19 2008 11:13 anotak wrote:
A lot of unit control and high level unit control (and also lead to things like muta and other air unit stacking) is based on the "magic box" formation system of Starcraft 1, where units within a box of certain size stay in the formation they were in while stationary while moving, and arrive in the same formation, whereas a group of units larger than this all bunch together and come closer together. In WC3, units followed a pattern where no matter what formation they were in, they try to group into squares and ignore any player's intended formation. Many SC players complained that Warcraft 3 is actually harder to control your units as intended because this square formation is actually quite often suboptimal and annoying. How is this handled in SC2?

Comment about this one: there is a key or something that when hold down lets units go as they are, faster units moving... faster, not slowing down to slowest units selected
edit: I think I remember something similar already asked some long time ago, it was if units will slow down to slowest units in selected group
but answer was NO

This is not my question. No matter whether you have that button held or not, upon arrival your units will organize themselves in a perfect square grid....

If you doubble click on the ground they ignore formation and instead pile up as close as possible to your cursor in wc3.
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-03 18:54:38
July 03 2008 17:42 GMT
#91
On July 04 2008 02:15 FrozenArbiter wrote:
That's not really what he's talking about tho!

Also, I sent them in already, so too late :C


No idea how to put magic box in other words :/
but since questions were send and topic unstickied I have a question about magic box and HT:

If 2 or more High Templars stay close enough (in a magic box) and are ordered to Storm will they all Storms in 1 place or will placement of Storms mirror formation they stay in??

Damn I forgot how was many Stroms called... not infinite...

edit: Size Storms!
account abandoned:P RIP
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 03 2008 17:51 GMT
#92
MrRammstein, post in the July thread man
Great people talk about ideas. Average people talk about things. Small people talk about other people.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 03 2008 18:47 GMT
#93
thx but this is not a question to Blizz, it revolves around question already sent... OK found thread about this ;P http://www.teamliquid.net/forum/viewmessage.php?topic_id=33677
account abandoned:P RIP
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
July 03 2008 18:58 GMT
#94
On July 04 2008 02:42 MrRammstein wrote:
Show nested quote +
On July 04 2008 02:15 FrozenArbiter wrote:
That's not really what he's talking about tho!

Also, I sent them in already, so too late :C


No idea how to put magic box in other words :/
but since questions were send and topic unstickied I have a question about magic box and HT:

If 2 or more High Templars stay close enough (in a magic box) and are ordered to Storm will they all Storms in 1 place or will placement of Storms mirror formation they stay in??

Damn I forgot how was many Stroms called... not infinite...

edit: Size Storms!


the storms will mirror the formation as long as all HT are inside the magic box
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
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