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
Forum Index > SC2 General |
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Liquid`Jinro
Sweden33719 Posts
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 | ||
xmShake
United States1100 Posts
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Igakusei
United States610 Posts
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InRaged
1047 Posts
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
34 Posts
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
34 Posts
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? | ||
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Plexa
Aotearoa39261 Posts
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? | ||
InfestedProtoss
1 Post
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SlickR12345
Macedonia408 Posts
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
United States204 Posts
If a Warp Ray begins to build up its attack against a Stalker, will teleporting the Stalker reset the laser build-up? | ||
Ideas
United States8091 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
SuperJongMan
Jamaica11586 Posts
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gwho
United States632 Posts
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
Canada404 Posts
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? | ||
gwho
United States632 Posts
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LordofToast
United Kingdom250 Posts
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SlickR12345
Macedonia408 Posts
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
France1699 Posts
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. | ||
Murlox
France1699 Posts
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lololol
5198 Posts
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. | ||
Ghostclaws
114 Posts
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? | ||
OakHill
United States168 Posts
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UmmTheHobo
United States650 Posts
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Smurfz
United States327 Posts
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Guthrek
Canada31 Posts
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. | ||
theqat
United States2856 Posts
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
United States6225 Posts
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. | ||
Ra.Xor.2
United States1784 Posts
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Luddite
United States2315 Posts
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. | ||
Cheerio
Ukraine3178 Posts
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lololol
5198 Posts
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. | ||
lololol
5198 Posts
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. | ||
ocoini
648 Posts
If waypoint building is here to stay..( *shudders* I don't want this! ![]() | ||
G5
United States2898 Posts
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Aerox
Malaysia1213 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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drift0ut
United Kingdom691 Posts
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
United States397 Posts
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
United States397 Posts
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
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
On June 18 2008 06:36 lololol 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.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. | ||
edahl
Norway483 Posts
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lololol
5198 Posts
On June 18 2008 06:58 VIB wrote: Show nested quote + 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.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. 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?" | ||
born-to-porn
Denmark400 Posts
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Showtime!
Canada2938 Posts
people before you ask any questions can you please do some more research please t.t | ||
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Liquid`Jinro
Sweden33719 Posts
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born-to-porn
Denmark400 Posts
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VIB
Brazil3567 Posts
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VIB
Brazil3567 Posts
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AdamaS
119 Posts
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Ideas
United States8091 Posts
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. | ||
Cheerio
Ukraine3178 Posts
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
63 Posts
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AdamaS
119 Posts
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Liquid`Jinro
Sweden33719 Posts
Also, questions that cannot be answered by "yes" or "no", but need a real answer, are preferable. | ||
MrRammstein
Poland339 Posts
Is bringing back Consume to Overlords/Overseers good idea to balance it? | ||
VIB
Brazil3567 Posts
![]() hmm.... how does it feel to get beat by someone who played your own game for the first time? ^^ | ||
MrRammstein
Poland339 Posts
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MrRammstein
Poland339 Posts
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)? | ||
FinalB055
United States15 Posts
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MrRammstein
Poland339 Posts
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MrRammstein
Poland339 Posts
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? | ||
IzzyCraft
United States4487 Posts
Idea from: http://www.teamliquid.net/forum/viewmessage.php?topic_id=58317 | ||
anotak
United States1537 Posts
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
Poland339 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
theqat
United States2856 Posts
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cgrinker
United States3824 Posts
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cgrinker
United States3824 Posts
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Liquid`Jinro
Sweden33719 Posts
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MrRammstein
Poland339 Posts
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? | ||
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Liquid`Jinro
Sweden33719 Posts
Also, I sent them in already, so too late :C | ||
Klockan3
Sweden2866 Posts
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
Poland339 Posts
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! | ||
VIB
Brazil3567 Posts
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MrRammstein
Poland339 Posts
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fusionsdf
Canada15390 Posts
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 | ||
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