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Submit your questions - April - Page 3

Forum Index > SC2 General
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Terranist
Profile Blog Joined March 2009
United States2496 Posts
April 20 2009 16:36 GMT
#41
sorry if this has been asked before, but will there be campaign coop? some of my friends like starcraft but they dont particularly like competitive play.
The Show of a Lifetime
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 20 2009 17:22 GMT
#42
Not for the first installment, POSSIBLY for later installments.
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
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-20 17:59:01
April 20 2009 17:54 GMT
#43
Can Massive units such as the Thor and Colossus be loaded onto Medivac Dropships and Warp Prisms? Does the Ultralisk fit inside the Nydus Network? Can you load units onto an allies' Transport, and if you can, who decides when to unload those units?

In one popular Warcraft 3 map called Tides of Blood, shared unit control allowed you to load allied heroes onto your transport, and you could then turn off shared unit control and keep those heroes trapped for the whole game- a popular griefing tactic in public games. Will something like this be possible in Starcraft 2?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
spkim1
Profile Joined April 2009
Canada286 Posts
Last Edited: 2009-04-20 20:04:04
April 20 2009 19:52 GMT
#44
Based on what we saw in BR#2 and in other videos and screenshots, there seem to be a general lack in strong Zerg anti-air. Will there be something replacing the Spore Colony, like a "Wing crawler"? And will the scourge make a reappearance or be replaced by an equivalent unit?

Edit!: nevermind about the spore colony, just realised the spore crawler exists but please keep in mind the question on the scourge
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 20 2009 20:03 GMT
#45
On April 21 2009 04:52 spkim1 wrote:
Based on what we saw in BR#2 and in other videos and screenshots, there seem to be a general lack in strong Zerg anti-air. Will there be something replacing the Spore Colony, like a "Wing crawler"? And will the scourge make a reappearance or be replaced by an equivalent unit?

Sunken Colony and Spore Colony will be replaced by Spine Crawler and Spore Crawler, respectively.

No Scourge in SC2. The Zerg air-to-air unit will be the Corruptor (http://sc2pod.com/wiki/Corruptor), which comes earlier in the tech tree than the Hydralisk (Corruptor is tier 2, Hydralisk is tier 2.5: http://www.starcraft-source.com/image/unitdatabase/race/tech-tree/3.jpg)
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 21 2009 10:36 GMT
#46
This has probably be answered but I haven't heard about it yet so if not maybe someone could just answer me in this thread...

Will things such as drone drilling be able? Will we still be able to spam through mineral lines? If not, how are we supposed to prevent cannon rushes behind the mineral lines with pylons on each side (where currently you just spam some scvs/probes through the line to the other side to stop it). And on that note, will there still exist the other ways to force units through objects such as minerals/temples, such as putting a vulture next to minerals and then putting the SCV on top and spamming the vulture through?
qoou
Profile Joined December 2007
Norway145 Posts
April 21 2009 13:06 GMT
#47
The ingame music; not the most important aspect of the game, but still important enough considering how the sounds of the original help set the mood and style. Original content, re-work of original content, new content or a mix?
SC2, EU: Healthy WorldOfTanks, EU: Healthy
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 21 2009 13:59 GMT
#48
On April 21 2009 19:36 FabledIntegral wrote:
This has probably be answered but I haven't heard about it yet so if not maybe someone could just answer me in this thread...

Will things such as drone drilling be able? Will we still be able to spam through mineral lines? If not, how are we supposed to prevent cannon rushes behind the mineral lines with pylons on each side (where currently you just spam some scvs/probes through the line to the other side to stop it). And on that note, will there still exist the other ways to force units through objects such as minerals/temples, such as putting a vulture next to minerals and then putting the SCV on top and spamming the vulture through?

Haven't played the game myself, but Nyovne has and he wrote a good and "insanely long", in his words, review about a build of the game he played:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=75527

If you don't want to read pages and pages of other stuff before getting to what you wanted to know, just do a text search for 'drill'; it basically says that there is no more drone drilling. The other things you ask about I'm not completely sure, but if I had to hazard a guess I'd say there probably won't be any running through minerals, temple hopping, etc. They're silly bugs and the only reason they work out okay is because the maps were designed with these silly bugs in mind. As a Zerg, Spine Crawlers sound like a good way of getting rid of cannons behind your mineral line, since after dealing with that threat they can just relocate to the front of whatever base you feel like defending with them.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
omninmo
Profile Blog Joined April 2008
2349 Posts
April 21 2009 17:03 GMT
#49
to blizzard:
please give us more information on whether S][C will feature LAN support or not. If not then please explain the benefit or reasoning behind said decision.
spkim1
Profile Joined April 2009
Canada286 Posts
April 22 2009 13:49 GMT
#50
Will there be choosable AI difficulty levels in skirmish and/or campaign? It would be nice to train vs pro-level AIs, and for those who don't want to play or cannot access battle.net.
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
da_head
Profile Blog Joined November 2008
Canada3350 Posts
April 22 2009 14:08 GMT
#51
On April 22 2009 22:49 spkim1 wrote:
Will there be choosable AI difficulty levels in skirmish and/or campaign? It would be nice to train vs pro-level AIs, and for those who don't want to play or cannot access battle.net.

yeah it's been confirmed that there are. i can't find the quote though
When they see MC Probe, all the ladies disrobe.
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
Last Edited: 2009-04-22 14:15:13
April 22 2009 14:13 GMT
#52
Zerglings hopping?
In the latest battle report zerglings was very well visuable and the first thing that I noticed was the movent of the zerglings. They now have a broodling-esque look which frankly looked quite silly and annoying. What is the purpose of this addition?
What worries me is that this feature might ruin the satisfying flow of the zerg army and the very important micro features a player must handle.

Replay Mode
Considering the battle reports where you showed us replays there were pretty much only one camera angle that observers could see. (apart from a few zoom-ins) My question/thought is if there will be features that i.e. changes the camera location automatically to a location where certain things happen like a battle (this could be like on/off switched) and features that if you press buttons you will get a new more interesting (close up, wider area etc.) overview. Could be very useful for large battles or small micro battles at ramps and chokes to make things look even more interesting.
rally_point
Profile Joined April 2009
Canada458 Posts
Last Edited: 2009-04-22 21:05:42
April 22 2009 17:06 GMT
#53
In BR2, when a group of units were issued a move command, their animations would begin at exactly the same time. This resulted in a very robotic flow, espeically with discontinuous movement such as zergling hopping. Does Blizzard have any plans to randomize animations (perhaps randomize the part animation units will start at) so that move flow looks more natural? (Of course individuals in the group would still move at the same rate, they would just look slighly different)

Edit: Looks likes the Q&A have already been submitted, my bad :S

JohnBall
Profile Joined December 2008
Brazil1272 Posts
Last Edited: 2009-04-22 17:45:55
April 22 2009 17:45 GMT
#54
Two questions:
How could zerg deal with Nigthawks flying around behind the zerg base and using the Seeker Missiles in the mining workers?

And:
The Hydralisk melee attack animation is very interesting! Does it deal a different amount of damage than the normal ranged attack? Does it have a different attack speed?
perfecting the art of five pool forever
Terranist
Profile Blog Joined March 2009
United States2496 Posts
April 23 2009 07:33 GMT
#55
how robust is the custom hotkey option? keys like tab key look like it will play a crucial role in controlling units in sc2. will we be able to remap them with the new custom hotkey options?

example being maybe using 'R' to cycle through unit types instead of tab. i would like that.

what about other keys like ctrl, alt, or shift?
The Show of a Lifetime
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2009 07:46 GMT
#56
On April 23 2009 02:45 JohnBall wrote:
Two questions:
How could zerg deal with Nigthawks flying around behind the zerg base and using the Seeker Missiles in the mining workers?

And:
The Hydralisk melee attack animation is very interesting! Does it deal a different amount of damage than the normal ranged attack? Does it have a different attack speed?

No, if you read the thread in this forum on this topic you would of already known this.
omninmo
Profile Blog Joined April 2008
2349 Posts
April 23 2009 08:55 GMT
#57
In SC1 each unit had a set amount of damage per attack. Will SC2 follow in this tradition or will it rather take after wc3 where each unit has a damage range, e.g. 8-12 damage per attack.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 23 2009 23:45 GMT
#58
On April 08 2009 04:33 Too_MuchZerg wrote:
Show nested quote +
On April 08 2009 01:04 JieXian wrote:
Is there an option to switch between normal hotkeys and the

..............qwer
..............asdf
..............zxcv

style as an ingame option? cause it is kinda useles to use 3rd party programs to alter hotkeys if you can only do it at home and not at a pc cafe.


Yes there is, WC3 has it so SC2 will have it too. Not ingame but just txt file which you can copy to your computer you use.

Yea, but like he said. At Lans/pc cafe it is a problem to access anything outside of games sometimes. (ie you can't change it). It NEEDS to be modifiable in game options when the game is running.
..and then I would, ya know, check em'. (Aka SpoR)
jeppew
Profile Joined April 2009
Sweden471 Posts
April 24 2009 12:42 GMT
#59
during playtesting, are there any units that are rarely/never used? (maybe the mothership?)
like ghosts/scouts were in SC:BW. If so, are you going to leave them as they are or do you strive to make every unit viable?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-24 14:47:02
April 24 2009 14:41 GMT
#60
On April 23 2009 02:45 JohnBall wrote:
How could zerg deal with Nigthawks flying around behind the zerg base and using the Seeker Missiles in the mining workers?

Nighthawks with H-S missiles are VERY late in the Terran tech tree (you get them at about the time in SC1 that you'd expect Zerg to get Defilers, or Protoss to get Arbiters). Assuming the Corruptor can do its job as an anti-air unit vs. the Nighthawk, that's your counter right there (as a personal note, I think Nighthawks will beat Corruptors with current H-S missile numbers because it's so damn good and near impossible to counter for zerg in paper. I'm expecting this to change though).

On April 23 2009 02:45 JohnBall wrote:
The Hydralisk melee attack animation is very interesting! Does it deal a different amount of damage than the normal ranged attack? Does it have a different attack speed?

It hasn't been answered officially, but it's highly likely that it's the exact same attack only with a different animation. Same damage, same cooldown.

On April 23 2009 17:55 omninmo wrote:
In SC1 each unit had a set amount of damage per attack. Will SC2 follow in this tradition or will it rather take after wc3 where each unit has a damage range, e.g. 8-12 damage per attack.

This has already been answered. Attack damage can be variable in the sense that it will deal different damage vs. different targets (e.g. ghosts deal 10 damage vs. Armored, 20 damage vs. Light targets), but it will not have a random component as it did in WC3.

On April 24 2009 21:42 jeppew wrote:
during playtesting, are there any units that are rarely/never used? (maybe the mothership?)
like ghosts/scouts were in SC:BW. If so, are you going to leave them as they are or do you strive to make every unit viable?

Already asked in March, and they didn't answer.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
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