Submit your questions - April - Page 3
Forum Index > SC2 General |
Terranist
United States2496 Posts
| ||
Liquid`Jinro
Sweden33719 Posts
| ||
Zato-1
Chile4253 Posts
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? | ||
spkim1
Canada286 Posts
Edit!: nevermind about the spore colony, just realised the spore crawler exists but please keep in mind the question on the scourge | ||
Zato-1
Chile4253 Posts
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) | ||
FabledIntegral
United States9232 Posts
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
Norway145 Posts
| ||
Zato-1
Chile4253 Posts
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. | ||
omninmo
2349 Posts
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
Canada286 Posts
| ||
da_head
Canada3350 Posts
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 | ||
Boundz(DarKo)
5311 Posts
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
Canada458 Posts
Edit: Looks likes the Q&A have already been submitted, my bad :S | ||
JohnBall
Brazil1272 Posts
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? | ||
Terranist
United States2496 Posts
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? | ||
Mastermind
Canada7096 Posts
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
2349 Posts
| ||
CharlieMurphy
United States22895 Posts
On April 08 2009 04:33 Too_MuchZerg wrote: 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. | ||
jeppew
Sweden471 Posts
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
Chile4253 Posts
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. | ||
| ||