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In BW each race differed in the way it played and had unique strategies. Terran were the defensive race, they had to submit map-control at the start and build up. Zerg were aggressive, able to expand freely at the start and hit enemies with a range of aggressive plays whilst Protoss were tricky in that they had extremely powerful units such as templar, DTs, reavers and arbiters... all capable of swinging the game in an instant. Because of these stark differences maps became the balancing factor NOT the races themselves. In SC2 have you tried to reduce the differences, increase them or keep them roughly the same? Is there still a defensive race, aggressive race and tricky race? Would you say the play-styles are the same as before, have they changed completely or have they swapped around?
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On March 31 2009 01:05 Nyovne wrote:
3) The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players but with removal of units like the scourge Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them comming a mile away in contrast to being able to effectively prevent them. There were for example no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactive type of gameplay?
this
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On March 31 2009 02:37 Oliwoli wrote: In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses?
But.. But... Why?
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United States3824 Posts
On March 30 2009 22:45 DeCoup wrote: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
Now that is a cool idea.
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It appeared to many that with the reduction of tasks to be performed due to MBS/Automine and others, you guys did not want the game to merit physical speed as much as in BW. We were told the new dark pylon, queen abilities and mule were to increase macro; but even now there will still be a considerable reduction in multi-tasking.
Was the decision to reduce physical skill intentional, and does it not worry you that the game may become less dynamic without it? Are there any more plans to add features that increase the need for pure multi-tasking ability?
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On March 31 2009 01:10 Nyovne wrote: You obviously haven't played the game yet and don't know some basic things. Man, I wish I could've had the opportunity to play the game, but it's not easy from here in south america. Thanks for the link. But to stay on topic...
In Brood Wars, there were a few units that, due to unwieldiness or low cost-effectiveness, practically never saw the light of day in competitive matches- Scouts and Infested Terrans, I'm looking at you (Guadians and Ghosts too, to a lesser degree). Would a similar situation for a few SC2 units be acceptable from a design standpoint? If some units do end up being mostly useless in competitive play, will this fact by itself warrant a balance review of said units?
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The ground units will still be superior to air units correct? The only advantage of air being of course mobility and... air because i dont think the game will be as good as it can be if it just turns into an air fest.
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In team games, will allies spawn to closest start locations like in Warcraft III or will it be random like in Starcraft?
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Sweden33719 Posts
On March 30 2009 17:00 Badjas wrote: 1) How is pathing handled in the face of nydus worms usage? i.e.: Will zerglings automatically use a (an established) nydus worm if it provides a shorter route, or does it not work like that? (would be similar to WC3's portals)
2) Will it be possible to enable a burrow option for air units? (I will want to experiment with 'anti-air mines'.. teehee)
edit 3) Will it be possible to stream games as meta-data (game data) to watch using an SC2 client? (100% quality, low bandwidth) @3, this is how WaaaghTV works right? If so I think they've said they will/want to include it (Blizzcon IIRC).
On March 30 2009 19:20 DeCoup wrote: These can possibly be merged into one question. 1) Will multiple user created maps be able to be linked together to create a campaign (Possible already answered but leading to). 2) Will any data be able to be shared from one user created map to the next (Eg. number of minerals, or additional variables). 3) Will triggers within a map allow you to change which map in the sequence is next (Allowing for stories with multiple 'paths'). Didn't they answer this in the last Q&A (iirc answer like "no, but..X", where I don't remember what X was)?
On March 30 2009 19:37 Ziph wrote: My Question is about Building Placement is it still possible to make "Walls" of buildings that zerglings for example can't run through like in SC:BW if you place 2 gates against each other zerglings have no problem running in between them but if you place a gate above a forge they can't anymore.
I believe ALL buildings (including pylons) are perfect blocks. Or that was the case last they mentioned it.
On March 31 2009 03:18 JinSin wrote:Show nested quote +On March 31 2009 02:37 Oliwoli wrote: In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses? But.. But... Why? For UMS.
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On March 30 2009 14:42 Luddite wrote: Does anyone in Blizzard play starcraft on ICCUP? If so, what's their highest rank?
This! Also, in the question about submerged supply depots please add this: Can you build on top of submerged supply depots? Can you land a flying building on top of a submerged supply depot?
Also, my own question: in the original Starcraft, the workers were able to defend themselves against a weak attacking force, even to the point where it was possible to defende early rushes with nothing more then workers. In WC3, however, the basic working units did so little damage that they couldn't do much by themselves to defend against a early rush but, to compensate, each race had its own "natural" defense method (milita, burrows, moonwells and ghouls + creep). Which kind of early base defense we are getting in Starcraft 2? Are the workers doing significant damage to kill some attacking units early on or are each race going to recieve new defense mechanisms?
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Will the ursadon be returning as a neutral unit?
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On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit? Better fucking be. It's my favourite critter
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United States3824 Posts
Will I still be able to mind control the Kakaru to spy on my opponents without them noticing?
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On March 31 2009 10:32 cgrinker wrote: Will I still be able to mind control the Kakaru to spy on my opponents without them noticing?
I don't know with human players, but the computer attacked your Kakaru when you mind controlled it.
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On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit?
PANDA BEAR GUY! NOOOOOOO!!!!!
better be a cheat code
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On March 31 2009 03:04 Cube wrote:Show nested quote +On March 31 2009 01:05 Nyovne wrote:
3) The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players but with removal of units like the scourge Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them comming a mile away in contrast to being able to effectively prevent them. There were for example no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactive type of gameplay?
this Or to reword, is it ensured that SC2 will remain a quick-death low-health game such that if drops are scouted, they'll be preventable? I know that in the last build of alpha I played, the nydus worm was pretty much impossible to stop as a vehicle for getting all of the zerg units into a protoss base, will this be the case, or will the nydus worm be made more fragile / have more cooldown before being able to let units through?
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Sweden33719 Posts
Could someone with WC3 map editor knowledge tell me if this is worth asking or if it's already possible? "We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder maps? "
Mish-mash of my own Q + maybenexttime's Basically can you create "trigger" type events in melee maps (I don't think there's a distinction between melee and ums in WC3 - ie everything not ladder is a 'Custom Game', but I'm not sure if this applies to ladder and ladder maps).
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konadora
Singapore66071 Posts
Will mineral patches still be rectangular? Because of this, certain spawn locations are seemed economically disadvantaged (Medusa at 6, for example).
On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit?
If they remove Pandabearguy, TL.net and Tasteless will probably rage until they bring Pandabearguy back.
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On March 31 2009 13:04 konadora wrote:Will mineral patches still be rectangular? Because of this, certain spawn locations are seemed economically disadvantaged (Medusa at 6, for example). Show nested quote +On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit? If they remove Pandabearguy, TL.net and Tasteless will probably rage until they bring Pandabearguy back. You forgot NaDa, that's one less critter for him to destroy. + Show Spoiler +I am NaDa, destroyer of critters
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On March 31 2009 01:11 Nyovne wrote:Show nested quote +On March 30 2009 23:19 rytas wrote: How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)
Will you be able to prevent this type of "baiting" ? Hold position.
Do you honestly think that one unit in the game is always required to be on hold is good game design?
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