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Forum Index > SC2 General
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PlutoNZ
Profile Joined February 2008
New Zealand410 Posts
May 02 2009 11:45 GMT
#81
On May 02 2009 13:42 Ideas wrote:
hope it's not too late :\

In the latest Q&A it was revealed that only the medivac currently has an unload animation of all the transport units in the game. Do the transports still have the ability to unload and move at the same time as was possible in SC1 (by pressing U and clicking on the transport unit as it was moving)?

In the latest Q&A, Dustin Browder said that the new macro mechanics are currently working out very well. Will these be replacing the gas mechanic? Or are they both going to be in use?

The gas mechanic has been removed from the game. There are still two gas geysers in each base. When a gas geyser depletes, you are no longer able to harvest from it.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
May 02 2009 12:09 GMT
#82
To what extent is it possible to put custom AI into custom maps? I don't mean triggers, but actual AI. How many "building blocks" of basic ai are map makers given, from the basic "control of build order and attack" to more complicate things?

Is it possible, for example, to set groups and give command to a group of units as opposed to a location? Is it possible to program and micro at all beyond attack move?
Ape
Profile Joined May 2009
Finland1 Post
May 02 2009 12:41 GMT
#83
1. Is it possible to zoom out far enough? On Warcraft III the maximum zoom distance isn't very good especially on big screen. I think you should be able to even see the whole map on screen, if you wanted to zoom far out.

2. Zerg unites have some bonus for example on moving speed while they are on creep. Do they also get that bonus from allied team creep or even from the enemy one?
Latham
Profile Blog Joined May 2007
9582 Posts
May 02 2009 13:18 GMT
#84
On May 02 2009 21:41 Ape wrote:
1. Is it possible to zoom out far enough? On Warcraft III the maximum zoom distance isn't very good especially on big screen. I think you should be able to even see the whole map on screen, if you wanted to zoom far out.

2. Zerg unites have some bonus for example on moving speed while they are on creep. Do they also get that bonus from allied team creep or even from the enemy one?


I think it would be logical that they get the extra movement speed on allied creep. No, they do not get extra speed on enemy creep, it's a defender's advantage. Karune wrote it somewhere, in 1 of the batches. I'm too lazy to go look for it. Things might have changed since that batch but I doubt it.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 02 2009 22:36 GMT
#85
On April 23 2009 02:06 rally_point wrote:
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


Nah, that was the special Q&A. I'll be using this, as it's something that bothered me as well.
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: 2009-05-03 02:19:55
May 03 2009 02:18 GMT
#86
On April 29 2009 18:43 spkim1 wrote:
It's true that microing hit-and-run style like you would with mutas is not going to be effective with a void ray. But then again the ultralisks have quick mobility, so if what you say is true about the void ray being only useful for stationary targets, it will not be effective agains the ultralisk either.

More than hit-and-run, I was referring to Corsair or Mutalisk movement when chasing, say, speed overlords: with good micro sairs/mutas will barely slow down while shooting down groups of fleeing Overlords. I'm just hoping the warp ray could do that so they would be more advantageous when chasing down, say, weakenned BCs, or indeed speed overlords (really, i'mm just hoping the void ray fills up the hollow gap left by the absence of the Corsair)

Let me quote Karune here:
"StarCraft II also has a firing on the move unit -- the Void Ray. The Void Ray can move closer to an enemy unit while continuing to fire at it, and because the damage type builds up over time, it would be more ideal to finish off that one unit that’s trying to run away or back up before engaging a brand new target."

http://forums.battle.net/thread.html?topicId=13593921191

I don't know how fast the Void Ray will move, whether ordering it to move will cancel its attack or whether it'll keep firing when you tell it to move (like a Carrier), whether the unit will move intelligently enough to start following a fleeing target as soon as it starts running, or how far away the target needs to get before the Void Ray's attack gets cancelled.

I'm guessing the Void Ray will be able to chase down slow units well enough, and with less micro requirements than mutas or corsairs- not sure how fast a unit will need to be before it can outrun a Void Ray, though.
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