• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:40
CEST 01:40
KST 08:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)4$1,250 WardiTV May [May 6th-May 18th]5Clem wins PiG Sty Festival #67Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
Clem wins PiG Sty Festival #6 How does the number of casters affect your enjoyment of esports? Code S Season 1 - RO12 Group A Results (2025) Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
[GSL 2025] Code S:Season 1 - RO12 - Group B [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th] SOOPer7s Showmatches 2025 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
(UMS) Artosis vs Ogre Zerg [The Legend Continues] BW General Discussion BGH auto balance -> http://bghmmr.eu/ Recent recommended BW games Preserving Battlereports.com
Tourneys
[BSL20] RO32 Group F - Saturday 20:00 CET [BSL20] RO32 Group E - Sunday 20:00 CET [ASL19] Ro8 Day 4 [CSLPRO] $1000 Spring is Here!
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Elon Musk's lies, propaganda, etc. Ask and answer stupid questions here!
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11880 users

[O] TL/Blizzard Q&A

Forum Index > SC2 General
136 CommentsPost a Reply
Normal
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-04-16 22:10:33
April 15 2009 21:53 GMT
#1
EDIT: If you wish to find Q&A's by other sites, go here.
At the time of this writing, only ours is up, but more will come along I'm sure.

If you recall the topic about the special Q&A submissions about 2 weeks back, I just got an email with the answers Almost all of the questions were answered, so thanks to everyone for coming up with such interesting questions!

Personally, I'm happy with pretty much every answer, especially #10, assuming it's saying what I think it is - now you can finally watch reps while eating!

Hope you all enjoy, and thanks to Blizzard for answering almost every question we sent in, and answering them well =]

1
Q: How's the current balance and what balance issues have you faced?

A:One of the design challenges we are currently dealing with relates to the Dark Pylon, which doesn’t seem to have enough energy tension between probe buffing and acting as an energy reserve for caster units. With Mules, Terran players have a clear strategy decision every time they chose to call down a Mule, instead of saving for a comsat scan. Similarly, Queens have to use their energy carefully, choosing between expanding creep, producing more larva, and protecting her base as a base defender. Dark Pylons on the other hand, are relatively cheap to produce at 150 minerals, provide Pylon power, allow warp-in and proxy play, cloak units, and act as an energy well for casters in strategic positions, while also supporting an economy with macro resource collecting benefits.

2
Q: The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players, but with removal of units like the scourge, Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away, in contrast to being able to effectively prevent them. There were for example, no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactionary type of gameplay?

A: It is true that in StarCraft II, the races have become comparatively more mobile than the original StarCraft. To deal with the new threats mentioned above, scouting and vision have become an even more crucial part in gameplay, as well as building placement to defend against such incursions. Observers are now lower on the tech tree compared to the original StarCraft. Missile turrets can be upgraded with larger range and hit harder as well. Sensor towers can provide early warning of incoming attacks. Additionally, Zerg base defense is now mobile, allowing for quicker adaptation to deal with incoming threats

At higher levels, an RTS will always have some reactionary play, though in some cases you can react preemptively as well, which could force the opponent to react in another way. With these new methods to both scout and defend, it will help a player deal with opponent decisions on attacking more potently. It is true, with all the new mobility mechanics, it is more likely that you’ll have to pull your probes more often and dodge attacks, but at the same time, with better defenses and new abilities like the Queen’s Razor Swarm, warp-in, and many more – you’ll be able to make the enemy pay a much higher price in performing these attacks as well.


3
Q: In StarCraft, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in StarCraft II, and is the game being designed with them in mind?

A: While we don’t try to develop too many of these relationships, there are times we do try to make more rigid balance points like these when we see the need for them.
Examples:
1. Zealot –Zergling relationship is still there
2. Roach vs. Zerglings have this relationship- 3 shots to kill before, and 2 shots after (then gets countered by +1 armor by zerglings)
3. Reapers scale better than most other units in the game as they normally do 4+4dmg but get +2 per attack upgrade since they fire twice(25% per upgrade compared to the normal 10%)
4. Marine dies in 1 hit to baneling, 2 hits after combat shield upgrade
5. Marauders get just under the shield of Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)
6. The Colossus kills Marines in 1 shot until they get either armor or combat shields, after which they take 2 shots to kill.


4
Q: In the original StarCraft, upgrades would give different units different degrees of improvement, such as a fully upgraded zergling gaining a total 60% attack increase, compared to a dragoon that would gain 30%. In comparison, Warcraft III upgrades were designed so that the percentage improvement per upgrade was approximately the same for each unit. Will upgrades scale in this manner in StarCraft II as well?

A: Yes, StarCraft II will follow an upgrade system similar to that of the original StarCraft. Many of the new upgrades really help in almost creating a new type of unit out of a previous one. For example, in early game Stalkers can kite Zealots and easily handle them with micro. When Zealots gain charge, they will easily catch those Stalkers and tear them up. Similarly, when Stalkers get blink, they can continue to micro and use terrain advantages to fight those Zealots. On that same note, Zerglings with their attack speed upgrades make it a far deadlier unit, in line with the original StarCraft. As a design philosophy, we really wanted to make several upgrades allow a shift to the balance of power, creating new battle scenarios as players tech up.

5
Q: In SC and WC3 you can dodge attacks using dropships/zeppelins, or with teleportation spells (ie. blink), or even just superior mobility (in the case of lurker spines).
Can projectiles (and lurker spines in particular) be dodged in SC2?


A: Yes, certain projectiles/abilities like the Lurker spines, Psi Storm, nukes, and the newly-introduced Hunter Seeker missiles can be dodged.

6
Q: Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armor, and additional supply count as un-submerged supply depots? Are there any benefits to not having supply depots submerged(other than walling purposes)?

A: The only difference between a submerged supply depot and a raised supply depot is the ability to path (or not path) over it.

Map Editor Questions

7
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?

A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.

8
Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?

A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.

Technical Questions

9
Q: What, if any, function will the F2 through F4 keys have in StarCraft II? Has there been any thought of adding additional keys (F5 through F8) to serve as location hotkeys?

A: We are working on this now and will give the community an update when the roles of those keys have been decided.

10
Q: Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing?

A: Yes, viewers will be able to watch from any player’s perspective.

11
Q: Will people be able to join games after they've started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games?

A: No, players will not be able to join after a game has started, though we have yet to decide how to handle observers in a game and who has the right to boot players.


-------

Oh and let me know how you feel about the formatting, I can change the answers into regular non-italic font if you prefer.
Facebook Twitter Reddit
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
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
April 15 2009 21:57 GMT
#2
Oooooh lala
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
April 15 2009 22:04 GMT
#3
love the #10
I am not good with quotes
LosingID8
Profile Blog Joined December 2006
CA10825 Posts
April 15 2009 22:08 GMT
#4
very nice!
ModeratorResident K-POP Elitist
zeox
Profile Joined November 2007
Norway314 Posts
April 15 2009 22:09 GMT
#5
great questions and great answers
themineralpatch.com -- twitter.com/inged
H
Profile Blog Joined July 2007
New Zealand6138 Posts
April 15 2009 22:09 GMT
#6
wow. wow, wow, wow

this is awesome
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
LeperKahn
Profile Blog Joined April 2008
Romania1836 Posts
April 15 2009 22:10 GMT
#7
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?

A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.


I think I'm going crazy.
CJ Entusman #14 • http://soundcloud.com/discodinosaur • https://discosaur.bandcamp.com/
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
April 15 2009 22:14 GMT
#8
amazing<3
La parole nous a été donnée pour déguiser notre pensée
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2009-04-15 22:16:00
April 15 2009 22:15 GMT
#9
I like the answer to number 7 but it raises more questions. Will the screen be able to move in such a way that it shows half right side of the map half left side? Is there a way to change the minimap so that it reflects the map as continuous instead of the flat square it is now (ie: make a more globe-like minimap that changes as look at different sides of the map).

I think the answers right now are obviously no as the ability for units to attack isn't present but I'm still hopeful.
♞
TonyL2
Profile Blog Joined August 2007
England1953 Posts
April 15 2009 22:18 GMT
#10
Man there were some damn good questions submitted as always, I wonder what the other fansites got, hopefully some of the questions will have decent depth
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 15 2009 22:18 GMT
#11
They have a thread up on the Bnet forums for all the fansite Q&A's - so far ours is the only one up, but I might as well link it as it will eventually have a bunch of them:
http://forums.battle.net/thread.html?topicId=16409962156&sid=3000
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
Splunge
Profile Joined July 2008
Germany925 Posts
April 15 2009 22:19 GMT
#12
This sounds awesome.. espacially 10
Really interesting Q/A! Thx Blizzard!
XythOs
Profile Blog Joined February 2005
Germany520 Posts
April 15 2009 22:24 GMT
#13
On April 16 2009 06:53 FrozenArbiter wrote:

8.+ Show Spoiler +

Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?

A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.

.

hmm I wonder if they actually meant, that it is possible on non-ums maps aswell. It seems that he just answered the generally possibility of such things.
Railz
Profile Joined July 2008
United States1449 Posts
April 15 2009 22:27 GMT
#14
The Map Editor should just be released as a separate game. Sheesh, I'd pay $30 bucks for it alone ;p
On a serious note, I'm really glad they decided to keep upgrade thresholds.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Savio
Profile Joined April 2008
United States1850 Posts
April 15 2009 22:34 GMT
#15
This is one of the best Q&A's to date imo. Big thx to TL and to Blizz.

I was extremely pleased to see that Blizz is very aware of the Dark Pylon's shortcomings and are working on it. It was the only 1 of the 3 "macro" mechanics that seemed a little weak to me. Wow, it made me feel good to read that.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 15 2009 22:39 GMT
#16
On April 16 2009 07:24 XythOs wrote:
Show nested quote +
On April 16 2009 06:53 FrozenArbiter wrote:

8.+ Show Spoiler +

Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?

A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.

.

hmm I wonder if they actually meant, that it is possible on non-ums maps aswell. It seems that he just answered the generally possibility of such things.

Maybe UMS and Melee will have no seperation at all?
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
Tritanis
Profile Joined November 2007
Poland344 Posts
April 15 2009 22:39 GMT
#17
great questions, great answers
I live, I serve, I die for the Metal
Savio
Profile Joined April 2008
United States1850 Posts
Last Edited: 2009-04-15 22:48:48
April 15 2009 22:41 GMT
#18
From Cydra:


It is not finalized yet, but we have 5 AI difficulty modes for multiplayer game - Beginner, Easy, Normal, Hard and Insane.


http://forums.battle.net/thread.html?topicId=16409621577&sid=3000


Sounds like unlike the original, they are putting a lot of effort into the AI for SCII. Sounds very fun. Maybe now making the jump from playing against the comp to playing on BNet will not be so daunting.

EDIT: FA, you may want to put this info into your OP since it came out at roughly the same time and doesn't really deserve its own thread.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
April 15 2009 22:50 GMT
#19
Does anyone know which other sites got such a special Q&A session and is willing to compile them all together?
Diomedes
Profile Joined March 2009
464 Posts
April 15 2009 22:53 GMT
#20
Someone needs to tell them to make 1v1 maps that adjust based on the MU the map is used with. So MU on each map can be fixed without affecting the other MUs. Like a main will be different for once race. Possibilities could range from choke side to mineral count to cliffs that can be dropped on or not, etc etc.

The overall map will be the same whatever the MU is but some parts of the map have multiple versions which depend on the races that are used. One could have a specific main for each race and you will always get that main no matter what.

And then you can also have 2 starting locations on a map where there are 4 spots. But the spots that don't get used don't have an empty main but some other terrain feature.
Eury
Profile Joined December 2008
Sweden1126 Posts
April 15 2009 22:54 GMT
#21
On April 16 2009 07:39 FrozenArbiter wrote:
Maybe UMS and Melee will have no seperation at all?


That is very likely. Ladder maps are whatever Blizzard decides what the AMM will use for the season. All other maps will be custom games.
AdunToridas
Profile Joined December 2008
Germany380 Posts
April 15 2009 22:55 GMT
#22

It is not finalized yet, but we have 5 AI difficulty modes for multiplayer game - Beginner, Easy, Normal, Hard and Insane.

I think "Korean" would be fitting better instead of "Insane".
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
Chuiu
Profile Blog Joined June 2003
3470 Posts
April 15 2009 22:59 GMT
#23
On April 16 2009 07:39 FrozenArbiter wrote:
Show nested quote +
On April 16 2009 07:24 XythOs wrote:
On April 16 2009 06:53 FrozenArbiter wrote:

8.+ Show Spoiler +

Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?

A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.

.

hmm I wonder if they actually meant, that it is possible on non-ums maps aswell. It seems that he just answered the generally possibility of such things.

Maybe UMS and Melee will have no seperation at all?

They will, we can only hope they allow us to customize the melee map options more though.
♞
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 15 2009 23:01 GMT
#24
On April 16 2009 07:50 Scorch wrote:
Does anyone know which other sites got such a special Q&A session and is willing to compile them all together?

So far only ours has been answered, once the rest get answered you will be able to find them here: http://forums.battle.net/thread.html?topicId=16409962156&sid=3000
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
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 15 2009 23:02 GMT
#25
Awesome work on this FA
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
April 15 2009 23:03 GMT
#26
I'd like to know if the AI cheats... e.g. just gets more money or anything like that. Or if the AI simply micros/macros like a god and scouts, using scouted information to counter correctly, reverting to super safe builds in the case of having its scout blocked etc... This is the kind of AI we need.
Oh no
Santrega
Profile Joined January 2009
United States29 Posts
April 15 2009 23:05 GMT
#27
How do you abuse the pings in an observer game?? I was told that wasn't possible...
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
April 15 2009 23:11 GMT
#28
On April 16 2009 07:54 Eury wrote:
Show nested quote +
On April 16 2009 07:39 FrozenArbiter wrote:
Maybe UMS and Melee will have no seperation at all?


That is very likely. Ladder maps are whatever Blizzard decides what the AMM will use for the season. All other maps will be custom games.


On the flipside I hope they come with something different, if its exactly like wc3 it will be a bit boring after awhile. Also, I hope they use something like the old wc3 AMM, that it was harder to lvl up and lvls meant something(if we have levels, so to speak), not the newer one where mass gaming will level you up anyways.
Do it beautifully
Harem
Profile Joined November 2007
United States11390 Posts
April 15 2009 23:11 GMT
#29
fpreps

fuckyesyesyeyzyesyesyezyesyes
Moderator。◕‿◕。
So no fek
Profile Blog Joined June 2005
United States3001 Posts
April 15 2009 23:21 GMT
#30
Good stuff.
#1 Shuttle fan - TeamLiquid CJ Entusman #36 BW4lyfe
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2009-04-15 23:26:07
April 15 2009 23:25 GMT
#31
it's threads like these that make me happy for Blizz and TL


11
Q: Will people be able to join games after they've started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games?

A: No, players will not be able to join after a game has started, though we have yet to decide how to handle observers in a game and who has the right to boot players.


damn I was really hoping that people could join existing games as both players and observers.
Being able to join as players for team melee maps (oooh i hope they're still adding this.. I fear they don't have any plans.. we should remind Blizz!) and UMS maps (like micro tourney) would be cool. Not to mention the obvious join as observer would make even more sense and be such a nice feature.

I wonder why they gave such a strong 'No this is not going to happen' answer? I can't see any reasons why they wouldn't allow this possibility, I don't think it should be difficult to implement.. they had it for Diablo 2 .. is it because the games will be hosted by the game creator rather than by Blizz's server?


On April 16 2009 06:53 FrozenArbiter wrote:

10
Q: Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing?

A: Yes, viewers will be able to watch from any player’s perspective.


this makes me very happy, but I really really hope we can also see the player's cursor as well. just seeing the player's screen and selection without what he is actually doing with his mouse, selecting/box selecting, giving move/attack commands, and being able to tell if he's clicking to select or using hotkeys, would all be nice to be able to see.



_______________________

I've a random question for anyone who's been following SC2 closely:

Did Blizz ever mention anything about being able to watch replays over Battle.net?

If so, it would be nice if the game host could have some options within the game to load other replays whenever they'd like without having to re-create for each rep.
ModeratorBlame yourself or God
Ideas
Profile Blog Joined April 2008
United States8075 Posts
Last Edited: 2009-04-15 23:28:14
April 15 2009 23:28 GMT
#32
On April 16 2009 07:10 LeperKahn wrote:
Show nested quote +
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?

A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.


I think I'm going crazy.



Looking at the way he phrased it, I think he just means you can make locations that stretch all the way down the sides of the map, and when units enter it they will appear on the other side of the map. You can prob do something just like it in SC1. Remember this is PR, not brutal honesty. They are probably phrasing a lot of things to make them sound more appealing than they actually are.
I like starcraft
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
April 15 2009 23:34 GMT
#33
On April 16 2009 08:01 FrozenArbiter wrote:
Show nested quote +
On April 16 2009 07:50 Scorch wrote:
Does anyone know which other sites got such a special Q&A session and is willing to compile them all together?

So far only ours has been answered, once the rest get answered you will be able to find them here: http://forums.battle.net/thread.html?topicId=16409962156&sid=3000

You sure are well informed Thanks!
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
April 16 2009 00:02 GMT
#34
Nice! It's good to see Blizzard is communicating with the fans.
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
Jonoman92
Profile Blog Joined September 2006
United States9102 Posts
April 16 2009 00:07 GMT
#35
Those were pretty good questions. Nice Q&A
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 16 2009 00:19 GMT
#36
holy shit, I am so excited about number 7. That would allow for some really cool maps and some really interesting gameplay.
Great questions, and great answers. Best Q&A in a very long time.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 16 2009 00:20 GMT
#37
cool, although I thought there would have been much more in depth questions. I probably should have taken the time to write a few.
..and then I would, ya know, check em'. (Aka SpoR)
theqat
Profile Blog Joined March 2008
United States2856 Posts
April 16 2009 00:23 GMT
#38
Very encouraging. Thanks for posting this.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
April 16 2009 00:36 GMT
#39
On April 16 2009 07:53 Diomedes wrote:
Someone needs to tell them to make 1v1 maps that adjust based on the MU the map is used with. So MU on each map can be fixed without affecting the other MUs. Like a main will be different for once race. Possibilities could range from choke side to mineral count to cliffs that can be dropped on or not, etc etc.

The overall map will be the same whatever the MU is but some parts of the map have multiple versions which depend on the races that are used. One could have a specific main for each race and you will always get that main no matter what.

And then you can also have 2 starting locations on a map where there are 4 spots. But the spots that don't get used don't have an empty main but some other terrain feature.


This is such a great idea.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
April 16 2009 00:43 GMT
#40
On April 16 2009 07:53 Diomedes wrote:
Someone needs to tell them to make 1v1 maps that adjust based on the MU the map is used with. So MU on each map can be fixed without affecting the other MUs. Like a main will be different for once race. Possibilities could range from choke side to mineral count to cliffs that can be dropped on or not, etc etc.

The overall map will be the same whatever the MU is but some parts of the map have multiple versions which depend on the races that are used. One could have a specific main for each race and you will always get that main no matter what.

And then you can also have 2 starting locations on a map where there are 4 spots. But the spots that don't get used don't have an empty main but some other terrain feature.


How do you deal with people that play random? Do you just treat that as an additional race?
Uff Da
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
April 16 2009 00:57 GMT
#41
Q's 3,4,8,10 are sex

In relation to question 8, remember a while ago we had a thread about stuff like the xel'naga tower and we were saying there should be stuff like xel'naga bridges that require psi units to activate them and they materialise? You could realise this by putting a row of invisible (even to detectors) invincible supply depos that submerge when certain units are near the trigger.

This only applies of course if they don't have awesome stuff like that already in the editor (which I think they will) this is just an alternative solution
u gotta sk8
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
April 16 2009 01:00 GMT
#42
On April 16 2009 09:43 Qatol wrote:
Show nested quote +
On April 16 2009 07:53 Diomedes wrote:
Someone needs to tell them to make 1v1 maps that adjust based on the MU the map is used with. So MU on each map can be fixed without affecting the other MUs. Like a main will be different for once race. Possibilities could range from choke side to mineral count to cliffs that can be dropped on or not, etc etc.

The overall map will be the same whatever the MU is but some parts of the map have multiple versions which depend on the races that are used. One could have a specific main for each race and you will always get that main no matter what.

And then you can also have 2 starting locations on a map where there are 4 spots. But the spots that don't get used don't have an empty main but some other terrain feature.


How do you deal with people that play random? Do you just treat that as an additional race?


Once the game decides what race they'll spawn as it puts them in the appropriate place
u gotta sk8
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
April 16 2009 01:02 GMT
#43
Oh nice, really solid answers! #10 is awesome - ever since PP and FPReps died i've yearned for fp view ^^
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
April 16 2009 01:15 GMT
#44
very nice answers So much woot on the wrap around map one lol. For some reason that seems really awesome to me.
To change is to improve, to change often is to be perfect - Winston Chruchill
da_head
Profile Blog Joined November 2008
Canada3350 Posts
April 16 2009 01:21 GMT
#45
heh awesome! i like how they answered our questions first
When they see MC Probe, all the ladies disrobe.
Gliche
Profile Blog Joined August 2008
United States811 Posts
Last Edited: 2009-04-16 01:33:46
April 16 2009 01:32 GMT
#46
great questions. as for #10, it would be pretty awesome if it was possible to do a split screen with both players POVs. seeing the actions from both players on the same battle simultaneously would be amazing. this is probably just wishful thinking though
KT fighting~!! | Designing things is fun!
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 16 2009 01:44 GMT
#47
This is by far the best SC2 Q/A I've read. Really raises my confidence that Blizzard has things under control for competitive play.
Ideas
Profile Blog Joined April 2008
United States8075 Posts
April 16 2009 02:03 GMT
#48
In #10 I'm not so sure that means that every replay has a FPVOD of every player, I think it just means you can turn off vision of the other player like in SC1, but in SC2 you can at least see their actions on-screen (such as movement commands), but I think you still will need to control the camera. I only say this because it seems like it'd be really hard to have an exact FPVOD of every player with every replay, and so if they actually had that they would say it and not "Yes, viewers will be able to watch from any player’s perspective."
I like starcraft
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
April 16 2009 02:10 GMT
#49
I feel #2's answer COMPLETELY does not relate to the question at all. I don't see the answer to the question "clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away"
"Wanna join my [combo] clan?" "We play turret d competitively"
theqat
Profile Blog Joined March 2008
United States2856 Posts
April 16 2009 02:35 GMT
#50
Have we ever gotten a straight answer about B.net latency? I am really hoping they will increase the "polling rate," so to speak, so that we don't have to resort to third-party servers for advanced micro.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 16 2009 02:42 GMT
#51
Loved the answers to questions 2, 3, 4 and 10. The rest of the questions felt like a waste of time, sadly. Nice Q&A overall, thanks to FA and Karune!
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Motiva
Profile Joined November 2007
United States1774 Posts
April 16 2009 03:49 GMT
#52
Awesome, the questions on upgrades were awesome... ty blizzard
omninmo
Profile Blog Joined April 2008
2349 Posts
April 16 2009 03:51 GMT
#53
mine was the only one that didnt get answered. the one about the Fhotkeys...
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
April 16 2009 04:02 GMT
#54
About question number 8 regarding terrain slowing damage over time regeneration etc. This already exists in the War3 editor.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 16 2009 04:12 GMT
#55
Awesome, great answers, I especially liked 2, 3 and 10. I guess they must have really boosted Collossi as well seeing as how they can apparently one-shot unupgraded marines oO
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
April 16 2009 04:20 GMT
#56
FP reps, thats going to be so awesome!, this totally made my day. Glad to hear you can still dodge lurker attacks also.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
OnceKing
Profile Blog Joined January 2009
United States939 Posts
April 16 2009 04:23 GMT
#57
A very nice Q&A, but the answer to Q2 kind of disappointed me. They didn't really answer the question although I assume that they mean there won't be units like scourge. Blizzard sort of seems to be missing the point of the question.
"Every man has his follies - and often they are the most interesting thing he has got."
ChaoSbringer
Profile Blog Joined April 2008
Australia1382 Posts
April 16 2009 04:28 GMT
#58
I really liked all the questions, but especially #3. Great job, it was really good to see the questions answered pretty candidly by Blizzard.
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
Last Edited: 2009-04-16 04:31:54
April 16 2009 04:30 GMT
#59
I came.

As an aside: have the TL admins noticed any sort of a spike in registrations to this website since you were the first to be linked (directly linked, I might add) by Blizzard?
Shitposting
Pufftrees
Profile Joined March 2009
2449 Posts
April 16 2009 04:34 GMT
#60
Awesome thanks!
Chance favors the prepared mind.
starrycrafty
Profile Joined April 2009
United States1 Post
April 16 2009 04:51 GMT
#61
On the battle.net forum it lists this q&a as being released on May 15th. They are of course cleverly revealing the beta start date!
Nitro68
Profile Blog Joined December 2007
France470 Posts
April 16 2009 05:39 GMT
#62
Great !!

The 4 questions they did not answer are :
+ Show Spoiler +

1. What strategies/units are being used in different matchups? In BW terran for example uses exclusively mech against protoss, could you give some brief examples of what it's like in SC2 right now, and how it has evolved during development?

8. Are there still plans for making the editor available during the beta period?

14. Will there be backwards compatibility for watching older replays on newer versions of sc (for example by keeping all the patch data of previous versions backed up)? Will we be able to watch replays online with friends? If so can replay games be host publicly instead of private only?

15. Are there any plans to allow players to save a game state from a replay or immediately play from that point? In a similar manner, will there be a "Save on disconnect" feature, allowing players to resume games where one player disconnects, in the way they would a saved game?

amish
Profile Joined February 2009
United States85 Posts
April 16 2009 05:48 GMT
#63
Formatting is great, and #10 really makes me happy everywhere too. If they're thinking what I'm thinking..
omninmo
Profile Blog Joined April 2008
2349 Posts
April 16 2009 06:05 GMT
#64
On April 16 2009 13:23 OnceKing wrote:
A very nice Q&A, but the answer to Q2 kind of disappointed me. They didn't really answer the question although I assume that they mean there won't be units like scourge. Blizzard sort of seems to be missing the point of the question.

yea, they really danced around this question. i was disappointed as well.
beefhamburger
Profile Joined December 2007
United States3962 Posts
April 16 2009 06:19 GMT
#65
I don't think they avoided any question. They purposely did not giving a straight answer because it would probably give away more than they wanted. I doubt they didn't answer straight because they didn't understand the question. Some people at TL think the Blizzard guys are retarded or something and can't understand a question but it's probably just that they don't want to give you the most detailed answer in the world.
IntoTheWow
Profile Blog Joined May 2004
is awesome32271 Posts
April 16 2009 07:26 GMT
#66
wut!
Moderator<:3-/-<
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
April 16 2009 07:39 GMT
#67
this is fucking cool map editor looks like gods play ground
djdolber
Profile Joined May 2008
Sweden85 Posts
April 16 2009 07:41 GMT
#68
Man this game is gonna kick ass... cant wait....
SCV good to go sir!
Suc
Profile Blog Joined January 2009
Australia1569 Posts
April 16 2009 08:15 GMT
#69
Great Q&A
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
April 16 2009 08:47 GMT
#70
good q&a , hopefully the other sites asked good questions too
Once again back is the incredible!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 16 2009 09:01 GMT
#71
I agree with the majority here, answers 8 and 10 are awesome to know. The answers overall were better than I expected. +1 point for Blizzard.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
axion
Profile Blog Joined October 2008
Norway110 Posts
April 16 2009 09:06 GMT
#72
EPIIIC! great questions, props to everyone contributing ¨.¨
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
April 16 2009 09:09 GMT
#73
very exciting answers
:O
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 16 2009 09:58 GMT
#74
On April 16 2009 15:05 omninmo wrote:
Show nested quote +
On April 16 2009 13:23 OnceKing wrote:
A very nice Q&A, but the answer to Q2 kind of disappointed me. They didn't really answer the question although I assume that they mean there won't be units like scourge. Blizzard sort of seems to be missing the point of the question.

yea, they really danced around this question. i was disappointed as well.

IMO that answer was goodish actually - yeah, no scourges, but instead more detection. I duno, I think it can work.
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
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
April 16 2009 10:12 GMT
#75
awesome read!

tnx
I want to fly
Hammy
Profile Joined January 2009
France828 Posts
April 16 2009 10:20 GMT
#76
On April 16 2009 18:58 FrozenArbiter wrote:
Show nested quote +
On April 16 2009 15:05 omninmo wrote:
On April 16 2009 13:23 OnceKing wrote:
A very nice Q&A, but the answer to Q2 kind of disappointed me. They didn't really answer the question although I assume that they mean there won't be units like scourge. Blizzard sort of seems to be missing the point of the question.

yea, they really danced around this question. i was disappointed as well.

IMO that answer was goodish actually - yeah, no scourges, but instead more detection. I duno, I think it can work.


Well, it was more of a remark than an actual question (not in the way it was phrased, but in it's content). I think the answer was decent, but that question should be sent to the devs to look into it perhaps. I think it's the best question in the batch. I trust blizzard anyways though, so I guess the way they though it up will be just as epic.


About the replay question: I hope this won't work like it did in WC3 where the screen follows whatever the player has selected (even if his screen isn't actually where the selected item is). This function (unless it was changed later on) was pretty frustrating in WC3 since your screen was just boucing around for split seconds (and it actually moved from point A to point B, rather than just changing locations as it would if you clicked on the mini-map). Blizz's answer is pretty vague. They just say you can follow whatever is selected.
Anyways, the closer we can get to an FPreplay , the better. The ideal situation would be seeing everysingle action as though the game were being played, by the player, on your screen.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 16 2009 10:47 GMT
#77
Fantastic, thanks.

I'm also really pleased with answer 10. FPReps for everyone!
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
April 16 2009 12:13 GMT
#78
I am very disappointed by answer 11. I don't think Blizzard realizes the e-sports potential of having observers being able to join at any moment.

It would be really nice if you just want to watch some games to see a list of players who are currently playing, so you can just go in and kibbutz. If lag is a concern, they don't even have to have the players in the same room per se. It would be a nice thing to make high level ladder an affair with an audience and some prestige (though I guess if high level players were under a microscope every time they played it wouldn't be as good).

I diagress, but the main point is it wouldn't be difficult to add.

It would be especially nice for UMS role playing games as well.

Its just a nice feature all around, and I'm sad to see them shut the door on it so hard.
¯\_(ツ)_/¯
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
April 16 2009 12:20 GMT
#79
On April 16 2009 13:30 VorcePA wrote:
I came.

As an aside: have the TL admins noticed any sort of a spike in registrations to this website since you were the first to be linked (directly linked, I might add) by Blizzard?

No, infact we should probably get some kind of block up to protect us from the scourge of the b.net forums.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
April 16 2009 14:22 GMT
#80
On April 16 2009 21:13 GeneralStan wrote:
I am very disappointed by answer 11. I don't think Blizzard realizes the e-sports potential of having observers being able to join at any moment.

it would have to be managed carefully , it could distract the players say if laggers joined mid game or people kept leaving and joining quickly.i would say give kicking powers to someone but who? it couldnt be a player or he may kick off his opponent if he is being beaten in the game.
Once again back is the incredible!
maybenexttime
Profile Blog Joined November 2006
Poland5496 Posts
April 16 2009 14:34 GMT
#81
I hope we get an equivalent of HLTV/WaaaghTV.

As for the new map features, I really hope those things will be implemented as standard tools in Map Editor. I know some of these can already be done in WC3's editor, but I honestly could care less about them if you have to resort to Troy-like gimmicky tricks in order to make them work. ;/

Why can't they simply start gradually implementing the more interesting features suggested by the community after the launch of beta? ;; It's not like they have to balance anything, and making some textures/models look up to par shouldn't be too time consuming, seeing as most of the modeling, etc. is more or less finished.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
Last Edited: 2009-04-16 14:45:07
April 16 2009 14:43 GMT
#82
On April 16 2009 11:10 OmgIRok wrote:
I feel #2's answer COMPLETELY does not relate to the question at all. I don't see the answer to the question "clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away"

Yeah my question got dodged :D. Guess its a bit to game technical for the person anwering it.

Great that they are doing this kind of thing though regardless and most of the questions were really good and the answers really satisfying. Good stuff!
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 16 2009 15:37 GMT
#83
On April 16 2009 23:43 Nyovne wrote:
Show nested quote +
On April 16 2009 11:10 OmgIRok wrote:
I feel #2's answer COMPLETELY does not relate to the question at all. I don't see the answer to the question "clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away"

Yeah my question got dodged :D. Guess its a bit to game technical for the person anwering it.

Great that they are doing this kind of thing though regardless and most of the questions were really good and the answers really satisfying. Good stuff!

Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".
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
April 16 2009 16:10 GMT
#84
On April 17 2009 00:37 FrozenArbiter wrote:
Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".

^ this. Since you'll have more mobility yourself, you can squash any drop attempt if you see it coming since you'll be fully prepared for it.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 16 2009 17:10 GMT
#85
On April 17 2009 01:10 Zato-1 wrote:
Show nested quote +
On April 17 2009 00:37 FrozenArbiter wrote:
Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".

^ this. Since you'll have more mobility yourself, you can squash any drop attempt if you see it coming since you'll be fully prepared for it.

Which is terrible since youll still have to fully commit against it, theres no easy to beat a drop or phaseprism option such as scourges or that fast 1 wraith or some golliaths.

That drop WILL unload unless you are heavily invested in flyers. Even then with a flew flyers you cant stop that phaseprism from just setting up and warping in anyway. I'm still heavily hoping for some scourgelike unit or ability that will alow Z to deal easier with it, plus smartcasting and a Tier2 Ghost I was hoping they would still have lockdown do deal with these kind of threats. P I'm a bit at a loss at, esp since corsairs also disappeared.

Plus try playing SC1 as Z without scourges and try to kill an observer to increase the effectiveness of your lurkers and stop a P dead in his tracks or to kill sciencevessels in ZvT without plague and scourges anymore. Good luck.

Warp-in is like a tier 2 Recall not even to mention a quick fix to stop those overlords/overseeers to start those nydus worms in your base. Unless you have a large amount of units in your base at all times and even then you WILL get warped, wormed, dropped. When playing TvP in SC2 you cant just go straight pure metal due to costs and unit inefficiency compared to SC1. Marine marauder ghost was a really good way to open up and add metal support/switch in mid/lategame. Especially with the slowgrenades and the marine upgrades (shield and you start with increased range already compared to SC1). Except that when they just sit 2 phaseprisms over highground at either side of your base (think reaver drop speed/timing gamemoment wise) there is nothing you can do to stop those units from warping in except by making a starport and getting some Vikings which is totally out of the way of anything you wanted to do and is for the rest useless against P untill they come out with the lategame warpprisms and carriers.

Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc.

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things. I'm hoping the Queen will provide a good harass counter with its spells and mobility but that still leaves you with no good and easy way except for a pricy investment in mutas or corruptors (which I hope they pumped up 200% cause they sucked so hard they were useless due to no ground attack at all and corruption being way way way to weak, no antiground attacks working and nonpermanent corruption... just weaken the effect and make the corrupted units permanent no lame broodling in SC1 effect)

There needs to be a fast and (cost) effective way of dealing with these kind of theats when you see them comming. Scourges, lockdown, EMP (against recall in SC1), fast 1 wraith (wont stop a warpin though), some ranged golliaths have all been excellent solutions, albeit a bit impractical in the case of lockdown cost/tech and nonsmartcasting wise, to stop harass. I feel a sore hole in SC2 to cover this.

This is an issue that just grinds my gears. I hope I get a shot at the Beta so I can voice an educated opinion on these issues and provide some suggestions and critique.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 16 2009 17:10 GMT
#86
lol wow that turned out long gg me.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
OnceKing
Profile Blog Joined January 2009
United States939 Posts
April 16 2009 21:03 GMT
#87
On April 17 2009 00:37 FrozenArbiter wrote:
Show nested quote +
On April 16 2009 23:43 Nyovne wrote:
On April 16 2009 11:10 OmgIRok wrote:
I feel #2's answer COMPLETELY does not relate to the question at all. I don't see the answer to the question "clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away"

Yeah my question got dodged :D. Guess its a bit to game technical for the person anwering it.

Great that they are doing this kind of thing though regardless and most of the questions were really good and the answers really satisfying. Good stuff!

Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".



Well really I think Nyvone's question was on the point that you couldn't stop the drop even had you scouted it if you had no units available to stop it. It wouldn't exactly be practical to build static defense everywhere, would it? The entire point of the question, I think, was to make units that could stop it immediately.
"Every man has his follies - and often they are the most interesting thing he has got."
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2009-04-16 22:22:43
April 16 2009 22:18 GMT
#88
I don't think Nyovne's question was dodged at all, I think it was well answered. They said they wanna make up the lack of scourges with more scouting and mobility. And I don't understand why do you think that cannot be balanced.

Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things.
How can you know such things? We don't know how good our alternative anti air are gonna be. It's all a matter of how the balancing goes, numbers will change a lot, we're not even on beta yet. As you said it yourself "they pumped the damage of the corrupter by 200% because it sucked", how can you know they won't become half decent snipers after release? 3 or 4 Hydras was killing nighthawks absurdly fast on that battle report. Plus we can MOVE our spore colonies now.

I don't see anything wrong with their idea of toning down drop sniping. It just a matter of balancing the numbers. I honestly think scourges should have changed one way or the other, while I do think it's fun as hell to watch them in action. I must admit, that are many strategies that could be fun but are never used against zergs because scourges hard counters it so bad. If nerfing our anti-air ends up producing more strategy variety overall than I am all for it.

edit: btw I just reminded of a game not so long ago that the terran made a valk tvz, and whoever was commenting said something like "this might actually be a good strategy, valks are good for this and that, this could open a whole new branch of strategies for tvz and it... oh nvm they got scourged..." That's what I think about scourges...
Great people talk about ideas. Average people talk about things. Small people talk about other people.
OnceKing
Profile Blog Joined January 2009
United States939 Posts
April 17 2009 01:11 GMT
#89
I think that was Boxer vs Baxter on Colosseum, commentated by Tasteless.
"Every man has his follies - and often they are the most interesting thing he has got."
latent
Profile Joined March 2009
United States428 Posts
April 17 2009 01:45 GMT
#90
Yeah number 10 is amazing. Being able to FPVOD games with a simple replay will be *such* a useful tool for players who seek to teach others how to play effectively.
Moo
Sonu
Profile Blog Joined December 2008
Canada577 Posts
April 17 2009 03:33 GMT
#91
Q: Can you do a re-make of Hunters?

That map is THE OLDEST map that is heavily used till this day, followed by LT right? anyway Hunters is the bomb XD
"I really like this wall-in, because its not a fucking wall" - DAy[9]
Plethora
Profile Joined July 2007
United States206 Posts
April 17 2009 05:43 GMT
#92
The part of the answer to #2 that I didn't like was that it didn't seem to address what I thought was the most important premise of the original question, which is:

"I have played [a version] of SC2 and when I played it I was unable to stop the aforementioned harassment attacks despite knowing that they were coming well ahead of time, how are you planning to address this"?

I guess I was hoping for some acknowledgment that it was in fact a problem at one point (or still is and they are working on fixing it) or an explanation on why they don't think it is a problem or maybe some specific examples on how exactly you would counter some of the attacks mentioned in such a way that would leave you ahead, since ultimately that is what a failed harass should do, it should leave the successful defender in an advantageous position proportional to the amount or resources spent by the attacker trying to get his harass off.
... Still like Brood War better... lol
Deleted User 39582
Profile Joined August 2008
317 Posts
April 17 2009 08:36 GMT
#93
this is awesome
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
April 17 2009 09:25 GMT
#94
regarding #2 and zerg needing something to snipe air units:
Toying with the idea of zerg (maybe the queen?) having the ensnare ability, but on top of slowing units down it also binds them together so that they cannot run far from each other or spread out. That might help slow down scouted and incoming drops, so that hydras can go mop up.

Might be a bad idea tho, i haven't really considered how it tips the delicate scale of balance.
~\(。◕‿‿◕。)/~,,,,,,,,>
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
April 17 2009 12:05 GMT
#95
On April 17 2009 02:10 Nyovne wrote:+ Show Spoiler +

On April 17 2009 01:10 Zato-1 wrote:
Show nested quote +
On April 17 2009 00:37 FrozenArbiter wrote:
Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".

^ this. Since you'll have more mobility yourself, you can squash any drop attempt if you see it coming since you'll be fully prepared for it.

Which is terrible since youll still have to fully commit against it, theres no easy to beat a drop or phaseprism option such as scourges or that fast 1 wraith or some golliaths.

That drop WILL unload unless you are heavily invested in flyers. Even then with a flew flyers you cant stop that phaseprism from just setting up and warping in anyway. I'm still heavily hoping for some scourgelike unit or ability that will alow Z to deal easier with it, plus smartcasting and a Tier2 Ghost I was hoping they would still have lockdown do deal with these kind of threats. P I'm a bit at a loss at, esp since corsairs also disappeared.

Plus try playing SC1 as Z without scourges and try to kill an observer to increase the effectiveness of your lurkers and stop a P dead in his tracks or to kill sciencevessels in ZvT without plague and scourges anymore. Good luck.

Warp-in is like a tier 2 Recall not even to mention a quick fix to stop those overlords/overseeers to start those nydus worms in your base. Unless you have a large amount of units in your base at all times and even then you WILL get warped, wormed, dropped. When playing TvP in SC2 you cant just go straight pure metal due to costs and unit inefficiency compared to SC1. Marine marauder ghost was a really good way to open up and add metal support/switch in mid/lategame. Especially with the slowgrenades and the marine upgrades (shield and you start with increased range already compared to SC1). Except that when they just sit 2 phaseprisms over highground at either side of your base (think reaver drop speed/timing gamemoment wise) there is nothing you can do to stop those units from warping in except by making a starport and getting some Vikings which is totally out of the way of anything you wanted to do and is for the rest useless against P untill they come out with the lategame warpprisms and carriers.

Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc.

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things. I'm hoping the Queen will provide a good harass counter with its spells and mobility but that still leaves you with no good and easy way except for a pricy investment in mutas or corruptors (which I hope they pumped up 200% cause they sucked so hard they were useless due to no ground attack at all and corruption being way way way to weak, no antiground attacks working and nonpermanent corruption... just weaken the effect and make the corrupted units permanent no lame broodling in SC1 effect)

There needs to be a fast and (cost) effective way of dealing with these kind of theats when you see them comming. Scourges, lockdown, EMP (against recall in SC1), fast 1 wraith (wont stop a warpin though), some ranged golliaths have all been excellent solutions, albeit a bit impractical in the case of lockdown cost/tech and nonsmartcasting wise, to stop harass. I feel a sore hole in SC2 to cover this.

This is an issue that just grinds my gears. I hope I get a shot at the Beta so I can voice an educated opinion on these issues and provide some suggestions and critique.


All of this is pure speculation. You dont know the game, the macro, the units, thus you cant say how easy or how hard it will be to beat e.g. a prism drop.

It grinds my eyes to see that you think you can conclude so much, based on mere speculations.

Have you ever thought about the fact that maybe the game will mainly play around the extreme mobility, which in turn will give very fast pased games and require even more multitasking, because "normal sc1'esque" herassment will also be viable.

ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 17 2009 16:39 GMT
#96
On April 17 2009 21:05 Ota Solgryn wrote:
Show nested quote +
On April 17 2009 02:10 Nyovne wrote:+ Show Spoiler +

On April 17 2009 01:10 Zato-1 wrote:
Show nested quote +
On April 17 2009 00:37 FrozenArbiter wrote:
Ehh, aren't they basically saying "Yes, wou will have to deal with the consequences - HOWEVER! You'll have more time to prepare for said consequences with the new scouting etc".

^ this. Since you'll have more mobility yourself, you can squash any drop attempt if you see it coming since you'll be fully prepared for it.

Which is terrible since youll still have to fully commit against it, theres no easy to beat a drop or phaseprism option such as scourges or that fast 1 wraith or some golliaths.

That drop WILL unload unless you are heavily invested in flyers. Even then with a flew flyers you cant stop that phaseprism from just setting up and warping in anyway. I'm still heavily hoping for some scourgelike unit or ability that will alow Z to deal easier with it, plus smartcasting and a Tier2 Ghost I was hoping they would still have lockdown do deal with these kind of threats. P I'm a bit at a loss at, esp since corsairs also disappeared.

Plus try playing SC1 as Z without scourges and try to kill an observer to increase the effectiveness of your lurkers and stop a P dead in his tracks or to kill sciencevessels in ZvT without plague and scourges anymore. Good luck.

Warp-in is like a tier 2 Recall not even to mention a quick fix to stop those overlords/overseeers to start those nydus worms in your base. Unless you have a large amount of units in your base at all times and even then you WILL get warped, wormed, dropped. When playing TvP in SC2 you cant just go straight pure metal due to costs and unit inefficiency compared to SC1. Marine marauder ghost was a really good way to open up and add metal support/switch in mid/lategame. Especially with the slowgrenades and the marine upgrades (shield and you start with increased range already compared to SC1). Except that when they just sit 2 phaseprisms over highground at either side of your base (think reaver drop speed/timing gamemoment wise) there is nothing you can do to stop those units from warping in except by making a starport and getting some Vikings which is totally out of the way of anything you wanted to do and is for the rest useless against P untill they come out with the lategame warpprisms and carriers.

Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc.

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things. I'm hoping the Queen will provide a good harass counter with its spells and mobility but that still leaves you with no good and easy way except for a pricy investment in mutas or corruptors (which I hope they pumped up 200% cause they sucked so hard they were useless due to no ground attack at all and corruption being way way way to weak, no antiground attacks working and nonpermanent corruption... just weaken the effect and make the corrupted units permanent no lame broodling in SC1 effect)

There needs to be a fast and (cost) effective way of dealing with these kind of theats when you see them comming. Scourges, lockdown, EMP (against recall in SC1), fast 1 wraith (wont stop a warpin though), some ranged golliaths have all been excellent solutions, albeit a bit impractical in the case of lockdown cost/tech and nonsmartcasting wise, to stop harass. I feel a sore hole in SC2 to cover this.

This is an issue that just grinds my gears. I hope I get a shot at the Beta so I can voice an educated opinion on these issues and provide some suggestions and critique.


All of this is pure speculation. You dont know the game, the macro, the units, thus you cant say how easy or how hard it will be to beat e.g. a prism drop.

It grinds my eyes to see that you think you can conclude so much, based on mere speculations.

Have you ever thought about the fact that maybe the game will mainly play around the extreme mobility, which in turn will give very fast pased games and require even more multitasking, because "normal sc1'esque" herassment will also be viable.



I base this on give or take 70 games played tyvm, allthough an older build, nothing introduced or changed up to this point that has been made public changed anything concerning the issues I stated and experienced if not made them worse.

And lol @ more multitasking hahahahahha, integrated rally commands, MBS, infinite squadsize and especially the interaction of said implementations. Ahaha oh god more multitasking, try playing the game and then come back to me.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 17 2009 16:40 GMT
#97
On April 17 2009 14:43 Plethora wrote:
The part of the answer to #2 that I didn't like was that it didn't seem to address what I thought was the most important premise of the original question, which is:

"I have played [a version] of SC2 and when I played it I was unable to stop the aforementioned harassment attacks despite knowing that they were coming well ahead of time, how are you planning to address this"?

I guess I was hoping for some acknowledgment that it was in fact a problem at one point (or still is and they are working on fixing it) or an explanation on why they don't think it is a problem or maybe some specific examples on how exactly you would counter some of the attacks mentioned in such a way that would leave you ahead, since ultimately that is what a failed harass should do, it should leave the successful defender in an advantageous position proportional to the amount or resources spent by the attacker trying to get his harass off.

Thanks for saying in a summier way what I failed to express in my rant.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
shimmy
Profile Blog Joined May 2003
Poland997 Posts
April 17 2009 17:25 GMT
#98
Great feedback from Blizzard <3
Hell hath no fury like the vast robot armies of a woman scorned.
kakisama
Profile Joined March 2008
Canada82 Posts
April 17 2009 17:33 GMT
#99
sooo can cannons still move? .. its pretty ridged if it can ...
Pride of War
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
April 17 2009 19:17 GMT
#100
Not to nitpick, but couldn't the answer about watching reps from a players' perspective mean the we can only do what we can do in War3, where the game automatically centers on units that receive orders once they receive them, allowing you to watch the replay without touching the mouse or keyboard, but getting a vastly different view from what the player saw while playing the game?

Wouldn't have they gone into greater detail of true FPReps were implemented?
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2009-04-17 19:34:05
April 17 2009 19:32 GMT
#101
On April 16 2009 07:39 FrozenArbiter wrote:
Show nested quote +
On April 16 2009 07:24 XythOs wrote:
On April 16 2009 06:53 FrozenArbiter wrote:

8.+ Show Spoiler +

Q: We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?

A: Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.

.

hmm I wonder if they actually meant, that it is possible on non-ums maps aswell. It seems that he just answered the generally possibility of such things.

Maybe UMS and Melee will have no seperation at all?

They didn't in wc3 so obviously they wont in sc2.

The only reason it had any separation in sc1 is because it tracked stats for melee maps but not for UMS maps, otherwise there is no reason to.

On April 16 2009 08:28 Ideas wrote:
Show nested quote +
On April 16 2009 07:10 LeperKahn wrote:
Q: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?

A: Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.


I think I'm going crazy.



Looking at the way he phrased it, I think he just means you can make locations that stretch all the way down the sides of the map, and when units enter it they will appear on the other side of the map. You can prob do something just like it in SC1. Remember this is PR, not brutal honesty. They are probably phrasing a lot of things to make them sound more appealing than they actually are.

Have you played with the teleporters in wc3?
Basically they work like a pathing node and units paths automatically through them if going through it is the shortest distance, which makes them seem a ton more seamless than the clunky starcraft teleporters.

It could very well be that they improved this further again and now allow you to make areas bound together instead of having discrete points like wc3.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
April 17 2009 20:00 GMT
#102
I can see how one can fail a drop and be at a significant disadvantage in a few ways.....

Terran: Terran still get mines, though there is an harass window before nighthawks that one might simply have to camp at base if one goes a ground only build unless going for a timing push. Lack of Air to ground from the robo tech tree means mines can not be cleared outside of suicide units as is now, and that is simply too expensive against what is likely a low energy ability that can be spammed like hell. Besides, we know terrans don't really use snipe abilities (unless you are boxer) against drop tricks, but simply more turrets and more AA units which they still have. If the phase prism is slow (and it probably would be far slower than a speed shuttle), an patrolling vikings would eat it for lunch long before it is close to base and newly improved terran air and lack of corsair might mean they can actually go for air builds themselves as opposed to using them only for niche support and a starport would probably become a near mandatory buildings (for infantry-medivac, nighthawk detect/support, viking AA and banshee harass to force cannons which wouldn't be used against reaper due to mines)

Zerg: banelings is the zerg mine rise out of the ground and thats the end of that. In any case, zerg can just nydus back and not be at an disadvantage if the protoss tries to use phase prism tricks. A few loaded units plus one round of production is no match for entire army warping there instantly via nydus. Without uber imba tricks like cliffed tanks, cloaked units or insanely fast and damaging strike groups that also avoid all the info-lings/lords on the map, drop harass stuff like that just don't work. Protoss no longer having corsair means Zerg can always contest the air and transport builds are doomed when mutas comes around. The protoss would need to fight for air superiority with tooth and nail before they can have free regin of prism movement which is countered by nydus movement.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
Last Edited: 2009-04-17 21:13:45
April 17 2009 20:53 GMT
#103
Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things.

As far as I'm concerned, nothing transports can do can beat a (SC1) mutalisk harassment and no transport build can beat a mutalisk stack.

In SC1, mutalisk harassments can and do keep terran players stuck in their base spamming missile turrets while waiting for a hard counter more often than not. Having to build a viking to beat prism harassment is no more flow breaking than having to build sci vessels to beat mutalisk harassments. Mutalisks can also be everywhere that is not the map edge, while phase prism and their ground units need space to deploy and would workn't against a good simcity with enough AA/small arms surrounding well cliffed seige tanks. Drop harass just don't work on maps where everywhere you drop ends up on a mine, reaper mine or concentrated seige blasts.

Since immortals don't have AA and stalkers are relatively bad against terran (can't dodge seige blasts and gets shot if in range to shoot marines and most of its cost is in blink), I fully expect protoss early-mid game armies to have little AA. Because of this, terran air units are actually quite safe. It might be entirely possible that in the future, it is terrans that drop the protoss as opposed to vice versa since colossus is no reaver and building a sizable stalker army to protect prisms from even a handful of vikings is too expensive, and protoss would rather tech speed-zeal templar instead of this one shot prism business since no uber reaver comes out of it. If the protoss do go for robotics tech first, then terran can go air to counter since air units counter ALL of the protoss robotics tech, and an army of banshees mixed with a few vikings would kill everything in the protoss army that is not a stalker. (while airmobile infantry kills the stalkers while laughing haha u aint got no storm/speedzeals and thats the end of that)..... the only way protosses can make the build works is to kill the marines with colossus and shoot the air with stalker, and with a unit combo like that, prisms aren't really needed since they all cliff walk. Only if the terran goes factory heavy while protoss goes robotics would the whole prism thing come into play....and being stuck with slowlots and no storm and no tank sniping reavers against biomech isn't exactly nice...having the prism probably just prevent the protoss getting rolled silly as 12 range tanks snipe the colossus (with the I can't transport dodge slow firing animation) while marines cleans everything else....

As for zerg having to deal with air units, without corsairs means Zerg can happily spam mutalisks (if they are anywhere near as strong as SC1) and just roll everything that is not protected by cheap/splash ground to air (thor/archon) and they wouldn't be at anywhere ground units aren't. Imagine corsair reaver without the corsair... or dropships against 2hat muta....that is just too funny. The alternative for the opposing races is to spam heavy air of their own, and it ends up like muta vs 2port wraith since no one have reliable air splash units (nighthawk missile can probably be dodged given its speed) only works if one wins the air battle decisively and still have left over money for stuff like that.

Without corsairs, I think protoss going robotics (phase prism) first is just asking to autolose via mutalisk against zerg. They would probably have to get templar tech and some archons or serious, serious mass of phoneix (we are talking about comparable to the zerg numbers, not 6 and call it a day) before prism tricks would work at all, and only against someone whose nydus network one manages to snipe before the entire zerg army rolls back.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 17 2009 21:46 GMT
#104
On April 18 2009 05:53 SWPIGWANG wrote:
Show nested quote +
Its detracting from positive and smoothe gameflow and forces too easily that you have to leave a chunk at home to deal with the warped in units or to build (at that point in the game) useless building/units to deal with it breaking your gameflow, builds, etc

Plus as a Zerg having to deal with observers, nighthawks, medivacs, phaseprisms, carriers (with even longer range!), warpprisms... just... t_t. The scourge is just a too essential unit in my opinion to counter these things.

As far as I'm concerned, nothing transports can do can beat a (SC1) mutalisk harassment and no transport build can beat a mutalisk stack.

You should ask Chill about how it looks when one or two nydus worms pop up in your base (same tech as mutas) and someone unloads between 1 and 200 psi of zerg into your base.

Nydus worms rape mutastacks at WWI and blizzcon but they changed stuff about the way they are deployed/summoned/cast/created so can't really talk about that. But the concept of tier 2 unlimited transportation to any exit on the map was a bit sick :p.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Chill
Profile Blog Joined January 2005
Calgary25974 Posts
April 17 2009 21:49 GMT
#105
It looks orgasmic, that's what.
Moderator
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
Last Edited: 2009-04-17 21:56:04
April 17 2009 21:51 GMT
#106
Plus you are aware that there is no muta stacking in SC2 and they suck guts in hell right -.-

edit: and archons are so bad it hurts, but theyll still be built cause they just look SO COOOOOOL.

Nullifiers rock though, so underused at events but so powerfull.

edit: plus its hylarious to see you theorycraft against people who have actually played a version of the game lol. You just don't take any actual gameflow into consideration but reason on army X vs army Y while thats never the case. I'm adressing what I find to be a fundamental gap in unittype availability.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 17 2009 21:52 GMT
#107
On April 18 2009 06:49 Chill wrote:
It looks orgasmic, that's what.

Damn straight :D. Esp on that spacemap where there was this little piece of the back of each main where there was a "smokescreen" from vents on the floor where your units could just pass through but it blocked line of sight for ground units. So you'd have your overlords puke down some creep, warp that nydusworm in and then flood his main from cover while just rallying all your hatches into the nydus warren loool.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
April 17 2009 22:02 GMT
#108
On April 18 2009 02:33 kakisama wrote:
sooo can cannons still move? .. its pretty ridged if it can ...

Nope, they transferred that ability to the zerg "static" defenses.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Hammy
Profile Joined January 2009
France828 Posts
April 17 2009 22:16 GMT
#109
On April 18 2009 06:52 Nyovne wrote:
Show nested quote +
On April 18 2009 06:49 Chill wrote:
It looks orgasmic, that's what.

Damn straight :D. Esp on that spacemap where there was this little piece of the back of each main where there was a "smokescreen" from vents on the floor where your units could just pass through but it blocked line of sight for ground units. So you'd have your overlords puke down some creep, warp that nydusworm in and then flood his main from cover while just rallying all your hatches into the nydus warren loool.


Hehe yeah it was tons of fun doing that but people will get the hang of it really quickly and start placing a supply or a pylon there so they can see you comming.
BackHo
Profile Blog Joined December 2008
New Zealand400 Posts
Last Edited: 2010-01-12 03:17:36
April 17 2009 23:22 GMT
#110
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 18 2009 02:23 GMT
#111
Nice info. They are ramping up the hype as the beta draws near....
WGT-Baal
Profile Blog Joined June 2008
France3343 Posts
April 18 2009 08:10 GMT
#112
woot #10 will be great
thanks for those Q/A
Horang2 fan
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
April 18 2009 09:49 GMT
#113
specifically im hoping one of the other sites questions puts them on the spot about LAN functionality , something they have been avoiding confirmation of (whether you will need to connect to bnet to play on LAN or whether the feature is plain not in the game)
Once again back is the incredible!
L0thar
Profile Blog Joined September 2007
987 Posts
April 18 2009 11:13 GMT
#114
On April 18 2009 05:00 SWPIGWANG wrote:
Terran: Terran still get mines...


No, they don't...at least in the BR2 build there were no mines. Nighthawk has autoturrets and hunter seeker missiles.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
April 18 2009 11:54 GMT
#115
nah , i thought reapers had mines?
Once again back is the incredible!
Hammy
Profile Joined January 2009
France828 Posts
April 18 2009 12:51 GMT
#116
Yeah but they are timed mines (like grenades actually) rather than proximity mines. It's more of an aoe spell than actual mines like in BW.
Clownz
Profile Joined February 2009
Finland53 Posts
April 19 2009 20:23 GMT
#117
Nice!
Radical dude!
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-04-19 21:06:20
April 19 2009 20:51 GMT
#118
On April 16 2009 23:43 Nyovne wrote:
Yeah my question got dodged :D

On April 17 2009 02:10 Nyovne wrote:
Which is terrible since youll still have to fully commit against it, theres no easy to beat a drop or phaseprism option such as scourges or that fast 1 wraith or some golliaths.

I can understand your not liking how that'll work out, but that's just how it's gonna be. Drops are just not going to be such a hit or miss thing in SC2, it seems.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
RyanS
Profile Blog Joined January 2009
United States620 Posts
April 19 2009 21:35 GMT
#119
The blizzard forum post did not link the other Q&As yet, does anyone have those? (if available)
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
April 19 2009 22:00 GMT
#120
Awesome. I actually look forward to SCII now, as opposed to my feelings when they first released the news at blizzcon (is it almost 2 years ago now?)!
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
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
Canada5411 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
Normal
Please log in or register to reply.
Live Events Refresh
Circuito Brasileiro de…
19:00
A Decisão - Playoffs D1
CosmosSc2 290
CranKy Ducklings196
davetesta41
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
CosmosSc2 290
JuggernautJason116
ProTech97
Ketroc 79
StarCraft: Brood War
sSak 134
Movie 52
Sexy 13
Stormgate
NightEnD14
Dota 2
monkeys_forever625
Counter-Strike
Stewie2K1122
Fnx 793
flusha489
Super Smash Bros
AZ_Axe74
Heroes of the Storm
Grubby5032
Khaldor270
Other Games
summit1g13941
FrodaN2938
shahzam1047
ViBE290
Organizations
Other Games
gamesdonequick943
StarCraft 2
ESL.tv122
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• musti20045 39
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler100
League of Legends
• Doublelift5828
Other Games
• Scarra1114
Upcoming Events
Online Event
4h 20m
MaxPax vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
10h 20m
WardiTV Invitational
11h 20m
AllThingsProtoss
11h 20m
uThermal 2v2 Circuit
14h 20m
Chat StarLeague
16h 20m
BSL Season 20
18h 20m
MadiNho vs dxtr13
Gypsy vs Dark
Circuito Brasileiro de…
19h 20m
Afreeca Starleague
1d 10h
BeSt vs Light
Wardi Open
1d 11h
[ Show More ]
Replay Cast
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Snow vs Soulkey
WardiTV Invitational
2 days
PiGosaur Monday
3 days
GSL Code S
3 days
ByuN vs Rogue
herO vs Cure
Replay Cast
4 days
GSL Code S
4 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
4 days
RSL Revival
4 days
GSL Code S
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
CSLPRO Spring 2025
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.