If you can, phrase questions in such a way as to avoid simple "Yes/No" answers, as it's much more interesting when you can get a few sentences worth instead
Submit your questions - April
Forum Index > SC2 General |
Liquid`Jinro
Sweden33719 Posts
If you can, phrase questions in such a way as to avoid simple "Yes/No" answers, as it's much more interesting when you can get a few sentences worth instead | ||
Kleander
United States334 Posts
1: Will there be ways to watch replays from previous patches without them being corrupt? 2: Currently in Starcraft: Brood War, when two people from the same LAN connection are trying to play battle.net games together, there are a lot of latency issues, or intense lag in the games. Will there be support for siblings/roommates/friends playing on the same router to play, without confliction? 3: Karune, why wont you return my calls ? | ||
cgrinker
United States3824 Posts
I wrote this up a little longer in the special questions thread so if it sucks then never mind. | ||
Liquid`Jinro
Sweden33719 Posts
| ||
SWPIGWANG
Canada482 Posts
| ||
GGQ
Canada2653 Posts
| ||
Assault_1
Canada1950 Posts
What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same? | ||
lowlypawn
United States241 Posts
What color is Protoss blood? And what is the blue stuff that comes out of a Dragoon if it's not blood? | ||
Liquid`Jinro
Sweden33719 Posts
On April 05 2009 09:07 Assault_1 wrote: I have a question that's probably already known.. maybe someone can answer it for me What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same? I am almost sure they answered this, but I can't remember what they said.. | ||
Tyrvili
Canada9 Posts
On April 05 2009 09:07 Assault_1 wrote: I have a question that's probably already known.. maybe someone can answer it for me What's the grid system for buildings/units going to be like? In sc1 the maps are made up of discrete unit squares. For instance, u can easily make gateways in perfect rows. I'm not sure if this was intentional, or the best they could do for the time, but in sc2 will the maps be 'continuous' (ie. build anywhere), or will the squares be smaller, or the same? Q&A Batch 11 Map sizes can fluctuate on a per-map basis, but generally the playable area on maps are about the same. The terrain cells were converted over into the new editor to proportionally match the original StarCraft (i.e. 128x128 SC1 is about the same as 128x128 in SC2 ). If you think about it 'continuous building' would still be based on a grid system, the only difference is the relative size of the cells would be so small the placement would seem like you could place a building much closer to any edge and in any configuration, or as you put it 'continuous building'. Based on the way range is described though for units, it seems those ranges represent cells. Working from that premise, unless they have a separate grid system composed of much tinier cells building placement will probably be constrained in a way nearly identical to SC1. | ||
Jortikka
Finland16 Posts
f.e. What does b.net profile consist of ? now (sc1) we have nick, one 1-line-field, and description.. (* i havent even played wc3, so i dont know anything about wc3-bnet) - Am I gonna be able to link images to my profile ? | ||
Tyrvili
Canada9 Posts
for what reasons does a player choose to utilise the hydralisk over the mutalisk/corruptor option for anti-air? is the hydralisk's anti-air capabilities inherently inferior against anything except arguably in deterring the use of air-to-air units on overlords? and only made it up for by the option of earlier lurkers presented by teching hydralisk first? with the popularity of iccup, in what degree has blizzard explored incorporating the name into its bnet ladder play (and possibly online ranking system)? or what measures has blizzard explored to deter the popularity of iccup if they manage to create an easy to use interface for setting up game matchups without players needing a legitimate copy of SC2? *highly doubt there'll be an answer for this even if its submitted but can't know if i don't ask | ||
ven
Germany332 Posts
On April 06 2009 19:52 Jortikka wrote: - Am I gonna be able to link images to my profile ? I hope not. | ||
eMbrace
United States1300 Posts
No hard feelings if you keep the design of course. | ||
JieXian
Malaysia4677 Posts
..............qwer ..............asdf ..............zxcv style as an ingame option? cause it is kinda useles to use 3rd party programs to alter hotkeys if you can only do it at home and not at a pc cafe. | ||
Too_MuchZerg
Finland2818 Posts
On April 08 2009 01:04 JieXian wrote: Is there an option to switch between normal hotkeys and the ..............qwer ..............asdf ..............zxcv style as an ingame option? cause it is kinda useles to use 3rd party programs to alter hotkeys if you can only do it at home and not at a pc cafe. Yes there is, WC3 has it so SC2 will have it too. Not ingame but just txt file which you can copy to your computer you use. | ||
Zato-1
Chile4253 Posts
| ||
enawolc
France7 Posts
problem of 3d is that it quickly becomes confused for your eyes, you are slower to distinguish an unit from another on the battlefield, that's pure visual shit for the final version of the game, is there any plan to make units with maybe less details, simpler to recognize (decent design difference for all of them), less stacked on the screen, to solve this important problem ? | ||
enawolc
France7 Posts
he has legs while protoss can easily fly (useless details), his line attack animation suck, the continuous attack was really amazing as it was presented at the 1e blizzcon an idea for example, is to rename the colossus with the name of a previous unit you chose to remove "soul reaper", make it an air unit spell caster with no attack, few hp, and with the double ability of slowly inhale life points of enemies organic units with why not a kind of blue ray, and transform it into mana points that this unit is able to give to others nearby spell caster, a sort of air battery fed with enemies troops (i saw it in some films) given that protoss have their splash air-ground-only killer unit, why create a similar unit for terran (banshee) except maybe their cloak option but these 2 units remain similar terran already got enough crowd control (m&m, tanks splash, firebats, battlecruiser lasers ability) and against peon they even have the reapers who climb up instantly most of the cliffs, the mobile turret ability of the nomads, and for middle / late game the super mobile vikings make banshee an air-air unit or dunno, don't assign to every units the same role | ||
tegg
United States33 Posts
| ||
| ||