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

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Liquid`Jinro
Sweden33719 Posts
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 ![]() | ||
Kleander
United States334 Posts
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 ![]() | ||
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cgrinker
United States3824 Posts
I wrote this up a little longer in the special questions thread so if it sucks then never mind. | ||
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Liquid`Jinro
Sweden33719 Posts
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SWPIGWANG
Canada482 Posts
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GGQ
Canada2653 Posts
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Assault_1
Canada1950 Posts
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
United States241 Posts
What color is Protoss blood? And what is the blue stuff that comes out of a Dragoon if it's not blood? | ||
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Liquid`Jinro
Sweden33719 Posts
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.. | ||
Tyrvili
Canada9 Posts
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
Finland16 Posts
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 ![]() | ||
Tyrvili
Canada9 Posts
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
Germany332 Posts
On April 06 2009 19:52 Jortikka wrote: - Am I gonna be able to link images to my profile ![]() I hope not. | ||
eMbrace
United States1300 Posts
No hard feelings if you keep the design of course. | ||
JieXian
Malaysia4677 Posts
..............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. | ||
Too_MuchZerg
Finland2818 Posts
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
Chile4253 Posts
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enawolc
France7 Posts
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
France7 Posts
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
United States33 Posts
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Liquid`Jinro
Sweden33719 Posts
http://forums.battle.net/thread.html?topicId=16101690946&postId=161356124024&sid=3000#9 | ||
Zato-1
Chile4253 Posts
On April 08 2009 23:30 tegg wrote: 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? http://forums.battle.net/thread.html?topicId=16101690946&postId=161356124024&sid=3000#9 | ||
Elegance
Canada917 Posts
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Zato-1
Chile4253 Posts
On April 09 2009 03:23 Elegance wrote: Is there any sort of Protoss ground-to-air counter to the Banshee? It seems that only air units can counter it effectively (Air wars are overrated) Stalkers can fight back, and seem to have a slight advantage vs. Banshees in terms of cost-effectiveness. Nullifiers creating Hallucinations of Stalkers might help deter / soak damage against Banshees. High templar can storm Banshees for minimal amounts of area damage before they move out of the storm. Dark pylons can cloak your Stalkers with Null Shield, which would make them an effective defense against a terran who chose to have a planetary fortress rather than an Orbital Command (no scan). Considering Banshees can cloak and use cliffs to get out of LOS and have the element of surprise, plus probably stack better and thus have an advantage in hit-and-run attacks, and match the Stalkers' range, Stalkers are probably inadequate as a counter to a Terran making a serious Banshee force (i.e. less effective than Hydras vs. Wraiths, or Dragoons vs. Mutas). Just get a Phoenix and own them (the Phoenix is stronger than the Viking in air-to-air combat as well). | ||
Zato-1
Chile4253 Posts
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JieXian
Malaysia4677 Posts
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. You dont get me. I dont want to have to edit the customkeys or use any 3rd party programs to be able to change my hotkeys. I hope it can be an ingame option. | ||
-orb-
United States5770 Posts
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PlutoNZ
New Zealand410 Posts
On April 08 2009 04:43 Zato-1 wrote: Zerg Corruptors can infest enemy air units. Protoss Colossi can be hit as though they were an air unit. Can corruptors infest colossi? I believe Blizzard confirmed that Corruptors can corrupt Colossi. | ||
Chodorkovskiy
Israel459 Posts
On April 09 2009 14:08 Zato-1 wrote: Do Protoss have any answer to the Terran Battlecruiser? The Void Ray seems like the obvious choice, but two Void Rays cost the same as a Battlecruiser, and a Battlecruiser beats two Void Rays in a straight fight (first one dies instantly to Yamato) That's assuming BC + Yamato still only costs as much as two Void Rays. I would imagine it's closer to 2.5 or even 3. Also, BCs are at the very top of the Terran tech, where as Void Rays are a midgame unit, no? Several auto-cast, SCII-buffed BCs do start presenting a problem, but here's where we hit the Mass Carriers wall... | ||
Zato-1
Chile4253 Posts
On April 09 2009 20:28 Chodorkovskiy wrote: That's assuming BC + Yamato still only costs as much as two Void Rays. I would imagine it's closer to 2.5 or even 3. Also, BCs are at the very top of the Terran tech, where as Void Rays are a midgame unit, no? Several auto-cast, SCII-buffed BCs do start presenting a problem, but here's where we hit the Mass Carriers wall... Assuming that upgrading Yamato doesn't cost any additional resources, a BC costs 400min 300gas and a Void Ray costs 200min 150gas (courtesy of the most updated page with Starcraft 2 info I know, http://sc2pod.com/wiki/Main_Page ). So no, a BC costs exactly as much as two Void Rays. You'll also notice that the damage listed for Yamato is exactly equal to a Void Ray's Shield + HP values (guessing armor doesn't apply since Yamato is a spell). | ||
Zato-1
Chile4253 Posts
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sgt_cr
Costa Rica95 Posts
2- Any plans on changing the attack of the current protoss colossus? i noticed in first battlereport(tvp) on blizzard the protoss had 2 of this units but the attack of them doesnt seems quite dangerous, i mean if the t player doesnt move the scvs or marines, yes i guess the colossus ray beans could make a good damage(even tho it doesnt kill them with one ray) but if u start moving the marines and doing micro with them the colossus will be useless. | ||
RedTerror
New Zealand742 Posts
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EarthServant
United States106 Posts
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Assault_1
Canada1950 Posts
On April 09 2009 17:02 SearingShadow wrote: Show nested quote + On April 08 2009 04:43 Zato-1 wrote: Zerg Corruptors can infest enemy air units. Protoss Colossi can be hit as though they were an air unit. Can corruptors infest colossi? I believe Blizzard confirmed that Corruptors can corrupt Colossi. try saying that line a few times.. | ||
Kennelie
United States2296 Posts
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Kennelie
United States2296 Posts
On April 08 2009 23:45 FrozenArbiter wrote: Yep: http://forums.battle.net/thread.html?topicId=16101690946&postId=161356124024&sid=3000#9 this is fuckin awesome. | ||
lololol
5198 Posts
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lorddukeofhazard
2 Posts
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snorlax
United States755 Posts
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Terranist
United States2496 Posts
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Liquid`Jinro
Sweden33719 Posts
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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 ![]() | ||
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
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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
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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
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CharlieMurphy
United States22895 Posts
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. | ||
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. | ||
jeppew
Sweden471 Posts
On April 24 2009 23:41 Zato-1 wrote: Show nested quote + 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. ![]() well, i hope they answer this time. it's something that's pretty important, atleast to me. | ||
uglymoose89
United States671 Posts
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spkim1
Canada286 Posts
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Tyrant
Korea (South)234 Posts
Starcraft is an amazing RTS that is known for a delicate balance of soft counters that allow for a player skill to be a larger part of deciding a victory rather than unit choice as seen in many other RTS. While watching the first battle report the terran marauder stood out to me as a very strong "hard counter" unit where you cannot effectively micro against them due to their slowing attack and in the demo they appeared to beat literally everything except zealots. While watching the second battle report the replacement for the science vessel seems to be a nightmare for zerg as there are no scourge to counter them. Hydralisks are too slow to deal with them effectively and even if they were faster they would still be shredded by simply moving the nighthawks behind the ball of death on the ground. It seems that the nighthawks are also a hardcounter to zerg. I realize and am considering that each player only used a small set of possible units during the match so perhaps this was merely a result of the protoss and zerg respectively being limited by unit choice, but my question is: Will the design of SC2 follow SC1's model of numerous soft counters or will SC2 be moving toward the path of other RTS where a certain unit is designed to simply outplay another unit or perhaps some middleground? --- Examples of what i mean by soft counter that helped make sc dynamic: -Irradiate > Muta, but if you micro well Muta can pull it off. -Lurker > M&M, but if T micro well they can win equal $$ fight. -Using zealot bombs to weaken Terran tank wall. -Archon > Muta stack, but with proper micro archon can be dealt with. | ||
Krikkitone
United States1451 Posts
On April 25 2009 02:22 spkim1 wrote: Question: if warp rays (or whatever they are called now) shoot beams, aerial micro manoeuvers previously used in SC1 with units using projectiles like mutalisks/corsairs (shooting while still moving) seems to be no longer available for beam using units. Will the warp ray still be able to do the aerial micro manoeuver practiced in SC1? Am i making sense here? lol Its been reported that Warp rays will be able to shoot and move at the same time (although probably not as a micromaneuver, since they need to Keep the beam on target, so their movement will be part of their attack) | ||
spkim1
Canada286 Posts
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spkim1
Canada286 Posts
On April 25 2009 03:09 Krikkitone wrote: Show nested quote + On April 25 2009 02:22 spkim1 wrote: Question: if warp rays (or whatever they are called now) shoot beams, aerial micro manoeuvers previously used in SC1 with units using projectiles like mutalisks/corsairs (shooting while still moving) seems to be no longer available for beam using units. Will the warp ray still be able to do the aerial micro manoeuver practiced in SC1? Am i making sense here? lol Its been reported that Warp rays will be able to shoot and move at the same time (although probably not as a micromaneuver, since they need to Keep the beam on target, so their movement will be part of their attack) that's nice, makes it an easier job catching fleeing units ![]() | ||
Rob Air Guitar
United Kingdom32 Posts
RAG | ||
spkim1
Canada286 Posts
hope as hell the requirements are less than DOW2 ![]() Edit: it's Geforce 9800 GX2 | ||
Zato-1
Chile4253 Posts
On April 25 2009 02:22 spkim1 wrote: Question: if warp rays (or whatever they are called now) shoot beams, aerial micro manoeuvers previously used in SC1 with units using projectiles like mutalisks/corsairs (shooting while still moving) seems to be no longer available for beam using units. Will the warp ray still be able to do the aerial micro manoeuver practiced in SC1? Am i making sense here? lol I think this question loses significance when you consider what the Void Ray is as a unit. It's almost as expensive as a SC1 Scout. It's bad at fighting against groups of small units (like Marines) by design. It deals half the damage of a SC1 Scout unless you let it focus on its target for several seconds. It's supposed to be strong against big, expensive units but when you consider them case by case, it's not good against BCs, probably not good vs. Carriers, and maybe good against Thor. So what IS the Void Ray good at fighting against? Theorycrafting tells me it's good vs. units that can't fight back, mostly. Ever try killing Ultralisks with Wraiths? It takes an eternity. Not for the Void Ray, though. Or consider a Marauder with 125 HP and base armor 1; it'll take a muta 16 hits to kill one, so either you get a bunch of mutas or it'll take an eternity to kill them- the Void Ray will be much more efficient at that. Basically, if your opponent has units that can't fight back vs. air, make 'em pay with the Void Ray, kind of like how Wraiths can be used to punish an opponent who only makes tanks and vultures in TvT. With the notable difference that the Void Ray's attack is actually pretty strong, even if you only have a few of them. Hit and run micro maneuvers won't be something you want to do with this unit. | ||
Zato-1
Chile4253 Posts
On April 25 2009 02:29 Tyrant wrote: Starcraft is an amazing RTS that is known for a delicate balance of soft counters that allow for a player skill to be a larger part of deciding a victory rather than unit choice as seen in many other RTS. While watching the first battle report the terran marauder stood out to me as a very strong "hard counter" unit where you cannot effectively micro against them due to their slowing attack and in the demo they appeared to beat literally everything except zealots. I wouldn't say marauders are a hard counter to anything the Protoss has. Sure, they beat Stalkers in an even fight, but you could say the same of hydras vs vultures; the vultures can just run away. The marauders do have a slowing attack, but you can research blink for the Stalkers with which they can run away anyway. Marauders were also able to beat a colossus, but that's only because the Protoss kept sending them piecemeal rather than getting two or three together; three colossi will instantly kill a group of Marauders. Finally, the Protoss didn't make Void Rays, which are a hard counter to Marauders because Marauders can't attack air units. On April 25 2009 02:29 Tyrant wrote: While watching the second battle report the replacement for the science vessel seems to be a nightmare for zerg as there are no scourge to counter them. Hydralisks are too slow to deal with them effectively and even if they were faster they would still be shredded by simply moving the nighthawks behind the ball of death on the ground. It seems that the nighthawks are also a hardcounter to zerg. I agree with you on this point, and I attribute this to balance considerations. Having a unit that is very mobile and is strong vs. everything is not an issue of hard counters vs. soft counters, it's a balance issue of the unit in question being too good. On April 25 2009 02:29 Tyrant wrote: Will the design of SC2 follow SC1's model of numerous soft counters or will SC2 be moving toward the path of other RTS where a certain unit is designed to simply outplay another unit or perhaps some middleground? I'd wager they're shooting for the former. What wins in Marines vs. Banelings? Well, it depends. Did the marines walk over a group of burrowed banelings? Did the Zerg engage the Terran with Roaches to soak up damage while the Banelings snuck up from behind? Do the Banelings have their speed upgrade researched? It depends on the circumstances and the unit control. SC1 also had plenty of hard counters. Ever use BCs against a Protoss? Dragoons + Stasis / Mindcontrol (depending on the number of BCs) was a pretty hard counter. Firebats get hard countered in TvT by Goliaths and Vultures. Vultures are also a pretty hard counter to Archons. The Guardian has so many hard counters in ZvT it's not even funny. The fact that players almost never choose to build those units in those matchups doesn't mean that the hard counters don't exist. | ||
Zato-1
Chile4253 Posts
On April 28 2009 19:19 Rob Air Guitar wrote: Will Zealots still be speed upgraded or has charged replaced that buff?? Blue quote: "There are two upgrades possible at Twilight Council, one is researching 'Charge' for Zealots and the other is researching 'Blink' for Stalkers. Charge upgrade for Zealots includes movement speed increase of Zealots as well. So to speak, Charge increases the movement speed of Zealots AND allows them to intercept nearby enemies." http://forums.battle.net/thread.html?topicId=14132918952&postId=141215390768&sid=3000#1 | ||
jtype
England2167 Posts
I realize that this game is going to be different in more ways than just being newer; with newer units, buildings, etc. but seeing as how Starcraft is now so competitive; being played in ways that the devs never imagined, I wonder if they will bear this potential for metagame evolution in mind, even in the single-player modes. It could be a nice feature to be able to select, for example, a new or popular build order for your computer opponent to use, so you can practice countering it and spotting the early warning signs for it. As new builds and strategies are being used/developed, imagine if they could be downloaded/'learned' from replays. Also, if you could set the APM for your computer opponent, so you could train with someone who is technically the same 'speed' as you, that could make for some pretty good training. That, combined with choosing a build order for your AI opponent, could really make the single player 'custom' mode very valuable for practice. I don't know, maybe this is stupid; maybe impossible. Just throwing it out there. | ||
Zato-1
Chile4253 Posts
On April 29 2009 05:04 jtype wrote: It could be a nice feature to be able to select, for example, a new or popular build order for your computer opponent to use, so you can practice countering it and spotting the early warning signs for it. As new builds and strategies are being used/developed, imagine if they could be downloaded/'learned' from replays. Also, if you could set the APM for your computer opponent, so you could train with someone who is technically the same 'speed' as you, that could make for some pretty good training. That, combined with choosing a build order for your AI opponent, could really make the single player 'custom' mode very valuable for practice. I don't think that's what the skirmish vs. the AI is meant for. The computer AI will certainly be superior to the one SC1 has (which isn't saying much), but I don't think stuff like setting APM will be helpful. The computer AI will always have perfect multitasking for instance; if you drop a base from two locations at once while pushing with your army and sneaking DTs into an expansion, the AI will respond to each threat with the same amount of micro it would have handling each one of these threats separately. It would be nice if Blizzard incorporated popular BOs into the AI with patches as the game matures, though. I'm sure you'll be able to play skirmishes against the AI to get a feel as to what units each race has and what each unit is good for, but I doubt it can be a decent substitute for human opponents if you're interested in competitive play. | ||
jtype
England2167 Posts
On April 29 2009 05:15 Zato-1 wrote: I don't think that's what the skirmish vs. the AI is meant for. The computer AI will certainly be superior to the one SC1 has (which isn't saying much), but I don't think stuff like setting APM will be helpful. The computer AI will always have perfect multitasking for instance; if you drop a base from two locations at once while pushing with your army and sneaking DTs into an expansion, the AI will respond to each threat with the same amount of micro it would have handling each one of these threats separately. It would be nice if Blizzard incorporated popular BOs into the AI with patches as the game matures, though. I'm sure you'll be able to play skirmishes against the AI to get a feel as to what units each race has and what each unit is good for, but I doubt it can be a decent substitute for human opponents if you're interested in competitive play. But that's my point exactly - the skirmish vs the AI wasn't meant for that, because the game wasn't designed for such competitive, high-level play. The computer does multi-task perfectly and very efficiently, but if you could control the APM/build, then you would at least know that, if you were playing at 200 APM and the computer at 100 max, for example, and you had a build that perfectly countered the AI build, then there is little-to-no reason for you to lose. I think that single player games vs the computer could be an excellent training tool, particularly at times when there are no human players available, or you want to perfect a certain build counter, if such features were implemented. | ||
spkim1
Canada286 Posts
On April 29 2009 03:38 Zato-1 wrote: Show nested quote + On April 25 2009 02:22 spkim1 wrote: Question: if warp rays (or whatever they are called now) shoot beams, aerial micro manoeuvers previously used in SC1 with units using projectiles like mutalisks/corsairs (shooting while still moving) seems to be no longer available for beam using units. Will the warp ray still be able to do the aerial micro manoeuver practiced in SC1? Am i making sense here? lol I think this question loses significance when you consider what the Void Ray is as a unit. It's almost as expensive as a SC1 Scout. It's bad at fighting against groups of small units (like Marines) by design. It deals half the damage of a SC1 Scout unless you let it focus on its target for several seconds. It's supposed to be strong against big, expensive units but when you consider them case by case, it's not good against BCs, probably not good vs. Carriers, and maybe good against Thor. So what IS the Void Ray good at fighting against? Theorycrafting tells me it's good vs. units that can't fight back, mostly. Ever try killing Ultralisks with Wraiths? It takes an eternity. Not for the Void Ray, though. Or consider a Marauder with 125 HP and base armor 1; it'll take a muta 16 hits to kill one, so either you get a bunch of mutas or it'll take an eternity to kill them- the Void Ray will be much more efficient at that. Basically, if your opponent has units that can't fight back vs. air, make 'em pay with the Void Ray, kind of like how Wraiths can be used to punish an opponent who only makes tanks and vultures in TvT. With the notable difference that the Void Ray's attack is actually pretty strong, even if you only have a few of them. Hit and run micro maneuvers won't be something you want to do with this unit. 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) | ||
stroggos
New Zealand1543 Posts
How will the ladder system work in sc2 | ||
jtype
England2167 Posts
On April 29 2009 23:07 stroggos wrote: are mutas stackable?. How will the ladder system work in sc2 The muta stacking query has been posed and answered a couple of times already actually. Yes, they are stackable. However, they apparently unstack when moving or attacking. | ||
Ideas
United States8091 Posts
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? | ||
Tintti
Finland46 Posts
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PlutoNZ
New Zealand410 Posts
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
Canada482 Posts
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
Finland1 Post
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
9560 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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. | ||
Zato-1
Chile4253 Posts
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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