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Submit your questions - April

Forum Index > SC2 General
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1 2 3 4 5 Next All
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2009-04-03 12:46:37
April 03 2009 12:45 GMT
#1
April edition, submit questions for Q&A.

If you can, phrase questions in such a way as to avoid simple "Yes/No" answers, as it's much more interesting when you can get a few sentences worth instead
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
Kleander
Profile Blog Joined November 2006
United States334 Posts
April 03 2009 20:51 GMT
#2
Questions:

1: Will there be ways to watch replays from previous patches without them being corrupt?

2: Currently in Starcraft: Brood War, when two people from the same LAN connection are trying to play battle.net games together, there are a lot of latency issues, or intense lag in the games. Will there be support for siblings/roommates/friends playing on the same router to play, without confliction?

3: Karune, why wont you return my calls ?
Ambition is a poor excuse for not having enough sense to be lazy. 지지 Guess who's learning Korean
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
April 04 2009 08:30 GMT
#3
Would you consider ladder maps that pushed for micromanagement based games along with the standard (proleague) trend of macro-based maps?


I wrote this up a little longer in the special questions thread so if it sucks then never mind.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
April 04 2009 10:46 GMT
#4
I don't think SC1 map trends will be given too much weight when making SC2 maps :S
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
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
April 04 2009 15:05 GMT
#5
We know that Protoss and Terran both have Air splash options to deal with stacked air, but what will the Zerg use to deal with stacked air?
GGQ
Profile Blog Joined July 2008
Canada2653 Posts
April 04 2009 23:43 GMT
#6
Would you say Protoss units currently look cool, or really cool?
Assault_1
Profile Joined April 2009
Canada1950 Posts
April 05 2009 00:07 GMT
#7
I have a question that's probably already known.. maybe someone can answer it for me

What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same?
lowlypawn
Profile Joined January 2009
United States241 Posts
April 05 2009 00:50 GMT
#8
There seems to be some debate about this so lets settle this once and for all.

What color is Protoss blood? And what is the blue stuff that comes out of a Dragoon if it's not blood?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
April 05 2009 11:50 GMT
#9
On April 05 2009 09:07 Assault_1 wrote:
I have a question that's probably already known.. maybe someone can answer it for me

What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same?

I am almost sure they answered this, but I can't remember what they said..
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
Tyrvili
Profile Joined April 2009
Canada9 Posts
April 05 2009 18:21 GMT
#10
On April 05 2009 09:07 Assault_1 wrote:
I have a question that's probably already known.. maybe someone can answer it for me

What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same?


Q&A Batch 11

Map sizes can fluctuate on a per-map basis, but generally the playable area on maps are about the same. The terrain cells were converted over into the new editor to proportionally match the original StarCraft (i.e. 128x128 SC1 is about the same as 128x128 in SC2 ).


If you think about it 'continuous building' would still be based on a grid system, the only difference is the relative size of the cells would be so small the placement would seem like you could place a building much closer to any edge and in any configuration, or as you put it 'continuous building'.

Based on the way range is described though for units, it seems those ranges represent cells. Working from that premise, unless they have a separate grid system composed of much tinier cells building placement will probably be constrained in a way nearly identical to SC1.
Jortikka
Profile Joined April 2008
Finland16 Posts
April 06 2009 10:52 GMT
#11
Im curious about the new battle.net 2.0 system, could you give us some information on how its going to look like?

f.e. What does b.net profile consist of ? now (sc1) we have nick, one 1-line-field, and description.. (* i havent even played wc3, so i dont know anything about wc3-bnet)
- Am I gonna be able to link images to my profile ?
noob forever
Tyrvili
Profile Joined April 2009
Canada9 Posts
April 06 2009 14:38 GMT
#12
the roach seems like a unit that could render the early use of zerglings in ZvZ futile; how exactly is the roach impacting ZvZ play if at all?

for what reasons does a player choose to utilise the hydralisk over the mutalisk/corruptor option for anti-air? is the hydralisk's anti-air capabilities inherently inferior against anything except arguably in deterring the use of air-to-air units on overlords? and only made it up for by the option of earlier lurkers presented by teching hydralisk first?

with the popularity of iccup, in what degree has blizzard explored incorporating the name into its bnet ladder play (and possibly online ranking system)? or what measures has blizzard explored to deter the popularity of iccup if they manage to create an easy to use interface for setting up game matchups without players needing a legitimate copy of SC2? *highly doubt there'll be an answer for this even if its submitted but can't know if i don't ask
ven
Profile Blog Joined December 2008
Germany332 Posts
April 06 2009 18:23 GMT
#13
On April 06 2009 19:52 Jortikka wrote:
- Am I gonna be able to link images to my profile ?

I hope not.
You can reach the rainbow. I'll be there to help.
eMbrace
Profile Blog Joined January 2009
United States1300 Posts
April 07 2009 03:56 GMT
#14
Are there currently any plans to alter the ghost's visual design? He was announced a while ago and looked strangely sized and awkward (IMO).

No hard feelings if you keep the design of course.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
April 07 2009 16:04 GMT
#15
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.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
Last Edited: 2009-04-07 19:33:49
April 07 2009 19:33 GMT
#16
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.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-07 19:43:41
April 07 2009 19:43 GMT
#17
Zerg Corruptors can infest enemy air units. Protoss Colossi can be hit as though they were an air unit. Can corruptors infest colossi?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
enawolc
Profile Joined April 2009
France7 Posts
Last Edited: 2009-04-07 22:06:04
April 07 2009 21:50 GMT
#18
it concerns the 3 races, for example watch the battle at the end of zerg trailer + Show Spoiler +

problem of 3d is that it quickly becomes confused for your eyes, you are slower to distinguish an unit from another on the battlefield, that's pure visual shit

for the final version of the game, is there any plan to make units with maybe less details, simpler to recognize (decent design difference for all of them), less stacked on the screen, to solve this important problem ?
enawolc
Profile Joined April 2009
France7 Posts
Last Edited: 2009-04-07 23:16:46
April 07 2009 22:32 GMT
#19
question for blizzard : when do you redefine the colossus and the banshee ?

he has legs while protoss can easily fly (useless details), his line attack animation suck, the continuous attack was really amazing as it was presented at the 1e blizzcon

an idea for example, is to rename the colossus with the name of a previous unit you chose to remove "soul reaper", make it an air unit spell caster with no attack, few hp, and with the double ability of slowly inhale life points of enemies organic units with why not a kind of blue ray, and transform it into mana points that this unit is able to give to others nearby spell caster, a sort of air battery fed with enemies troops (i saw it in some films)

given that protoss have their splash air-ground-only killer unit, why create a similar unit for terran (banshee) except maybe their cloak option but these 2 units remain similar

terran already got enough crowd control (m&m, tanks splash, firebats, battlecruiser lasers ability) and against peon they even have the reapers who climb up instantly most of the cliffs, the mobile turret ability of the nomads, and for middle / late game the super mobile vikings

make banshee an air-air unit or dunno, don't assign to every units the same role
tegg
Profile Joined December 2008
United States33 Posts
April 08 2009 14:30 GMT
#20
sorry for the yes or no question, and it may have already been answere but not that I've heard. will there be shared unit control in ally games for sc2?
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