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[O] TL/Blizzard Q&A - Page 7

Forum Index > SC2 General
136 CommentsPost a Reply
Prev 1 5 6 7 All
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 19 2009 22:08 GMT
#121
On April 20 2009 06:35 ReS wrote:
The blizzard forum post did not link the other Q&As yet, does anyone have those? (if available)

I believe that thread will be updated almost as soon as the new Q&As get revealed, only time that wouldn't be the case is if there's a time-zone clash I guess.
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
VoriuM
Profile Joined March 2009
Belgium83 Posts
April 19 2009 23:40 GMT
#122
In the battle report we could see the hydralisk has a meelee attack now. Is this attack different from the spines? (as in type of attack/damage)
kakisama
Profile Joined March 2008
Canada82 Posts
April 20 2009 00:45 GMT
#123
I never quite found out whether sc2 will have variable damage like warcraft. I hope not !
Pride of War
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-20 01:38:49
April 20 2009 01:03 GMT
#124
On April 20 2009 09:45 kakisama wrote:
I never quite found out whether sc2 will have variable damage like warcraft. I hope not !

Well, technically there is variable damage, in the sense that many units' damage varies depending on whether they're attacking Light units, Armored units, buildings, biological units, etc.

What you probably meant to ask is whether there is a random component to the amount of damage a unit deals per attack. The answer is no, there is no random component to attack damage.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Beardfish
Profile Blog Joined January 2006
United States525 Posts
April 20 2009 01:13 GMT
#125
Best Q&A yet, and I was actually pleased with all of those answers.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
April 20 2009 01:54 GMT
#126
On April 18 2009 06:51 Nyovne wrote:
Plus you are aware that there is no muta stacking in SC2 and they suck guts in hell right -.-


For now, on both accounts.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-20 03:08:57
April 20 2009 03:08 GMT
#127
While on the topic of randomness- there's even less randomness in SC2 than in SC1. What's random about Starcraft, you say? Ranged fire vs. targets in higher ground or under cover (30% miss chance, I believe). In Starcraft, the success or failure of Dragoons and Vultures trying to break up a ramp in the early game (thinking of PvT, TvT) could be significantly influenced by the luck of the draw of whether the shots you take at the units blocking up the ramp hit or miss.

In SC2, not only is there no such thing as cover, but the bonus you get from attacking from higher ground is different than it is in SC1. Attacking from higher ground means the other guy can't see your units and thus can't fight back at all in SC2, because your units in higher ground don't reveal themselves briefly after firing- but if your enemy has some way of gaining vision on your units in the higher ground, then the enemy units in lower ground do not have miss chance when shooting up.

No randomness makes me happy ^^
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
PlutoNZ
Profile Joined February 2008
New Zealand410 Posts
April 20 2009 03:13 GMT
#128
On April 20 2009 08:40 VoriuM wrote:
In the battle report we could see the hydralisk has a meelee attack now. Is this attack different from the spines? (as in type of attack/damage)

No. The Hydralisk has ONE attack with two different animations.
Hammy
Profile Joined January 2009
France828 Posts
April 20 2009 11:12 GMT
#129
On April 20 2009 12:13 SearingShadow wrote:
Show nested quote +
On April 20 2009 08:40 VoriuM wrote:
In the battle report we could see the hydralisk has a meelee attack now. Is this attack different from the spines? (as in type of attack/damage)

No. The Hydralisk has ONE attack with two different animations.

How do you know this for sure? It IS highly likely, but I haven't seen any official or definite news yet.
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
April 25 2009 06:14 GMT
#130
Wow this is quite good
Jang Yoon Chul hwaiting!
Twilight Templar
Profile Joined April 2009
99 Posts
April 25 2009 06:48 GMT
#131
i thought each site was given 15 questions...
dum dadi do dum dum dee do dee da
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 25 2009 12:06 GMT
#132
Yes send in 15 Qs, and they answer the ones they can. We had 11 answered, Starfeeder had 9, and no others have been released yet I think.
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
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 25 2009 12:28 GMT
#133
On April 20 2009 20:12 Hammy wrote:
Show nested quote +
On April 20 2009 12:13 SearingShadow wrote:
On April 20 2009 08:40 VoriuM wrote:
In the battle report we could see the hydralisk has a meelee attack now. Is this attack different from the spines? (as in type of attack/damage)

No. The Hydralisk has ONE attack with two different animations.

How do you know this for sure? It IS highly likely, but I haven't seen any official or definite news yet.

Read the thread on this topic and you will see a quote and a link to where Browder confirmed that the only difference in the attacks was an animation.
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 25 2009 13:34 GMT
#134
On April 20 2009 12:08 Zato-1 wrote:
While on the topic of randomness- there's even less randomness in SC2 than in SC1. What's random about Starcraft, you say? Ranged fire vs. targets in higher ground or under cover (30% miss chance, I believe). In Starcraft, the success or failure of Dragoons and Vultures trying to break up a ramp in the early game (thinking of PvT, TvT) could be significantly influenced by the luck of the draw of whether the shots you take at the units blocking up the ramp hit or miss.

In SC2, not only is there no such thing as cover, but the bonus you get from attacking from higher ground is different than it is in SC1. Attacking from higher ground means the other guy can't see your units and thus can't fight back at all in SC2, because your units in higher ground don't reveal themselves briefly after firing- but if your enemy has some way of gaining vision on your units in the higher ground, then the enemy units in lower ground do not have miss chance when shooting up.

No randomness makes me happy ^^


I agree that randomness has no place in a competitive game like this, and am glad that they removed it. I am still surprised that they didn't replace the 30% chance to miss with a 30% decrease in damage. That would net the same advantage without the randomness.

I think the main reason a system like this was not introduced is that it would effect weapon and armor upgrades in an unusual way. Making some units less or more effective vs a certain unit depending on height conditions (because of the effects of rounding of the damage). So I guess i'm glad its not in.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 25 2009 21:19 GMT
#135
On April 25 2009 22:34 DeCoup wrote:
I think the main reason a system like this was not introduced is that it would effect weapon and armor upgrades in an unusual way. Making some units less or more effective vs a certain unit depending on height conditions (because of the effects of rounding of the damage). So I guess i'm glad its not in.
Yea exactly, because of the way sc damage works a simple damage increase or reduction % could affect some units differently. Which would be at least bizarre. A unit that does 40 dmg to a unit that has 40 hp, you decrease that damage that unit does by 30% it wouldn't take 30% longer to kill it, it would take twice as long because now it needs two shots instead of one. If high ground was a static % damage reduction it would benefit some units better than others which would be really weird and unnatural.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
DekkuM
Profile Blog Joined January 2008
United States149 Posts
April 25 2009 22:58 GMT
#136
I... I'm actually getting excited about this game. Wow. Didn't think it'd happen.
MUD: staticchaos.mudhosting.net:1982
StalkerSC
Profile Blog Joined April 2009
Canada378 Posts
May 03 2009 15:14 GMT
#137
Simply awsome!
IIf your good at Starcraft, Your good at life. - Artosis
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