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Starcraft II Q&A [Batch 46]

Starcraft 2 Armory » News Updates [Page 1 of 5] Next » - Jump:

gearvOsh

Void Ray
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Marauder
Nov 17th 2008, 2:17pm
Another batch. Friendly fire is in (sort of), info on the Trilogy, Phoenixs, Abilities and more.

Chat with Devs: StarCraft II is definitely evolving to be even more intense than the original StarCraft, with the increased mobility of units with cliff traversing abilities, as well as new transport abilities. In response, the development team has buffed up the Terran Planetary Fortress to have splash damage as well, which has proven to hold off decently against raids now, especially with your SCVs fixing the command center at a very high rate.

1. In StarCraft II, will there be friendly fire? – Xigon(Battle.net)
Yes, friendly fire is still available in StarCraft II. You can take out cloaked units attacking your base by using friendly fire on your own unit and giving splash damage to cloaked enemy units, which has been executed by many players in the original StarCraft. For example, if you play Zerg, you can kill Dark Templar attacking your Hatchery, by targeting your Banelings to attack your Hatchery near the invading Dark Templar.

2. Trilogy is Beginning, mid and end, or is it the same story told from three points of view? – Lolod(Battle.net)
The stories will be sequential. The Zerg story will begin from the end of the Terran story, and Protoss story will begin from the end of the Zerg story.

3. Are there any special animations for units which are standing around doing nothing for a long time? (StarCraft 2 Source)
There will be multiple animations for units which are idle.

4. What is the optimum procedure for the new gas mechanic? Should a player mine both gases at the same time and cycle the inactive workers (when the geyser goes down) to the minerals? Or should a player mine only one geyser and alternate the workers between the two? (StarCraft 2 Forums)
It totally depends on what your strategy is in the game. For example, you can mine two at the same time and double up your gas supply to build up certain armies or tech up very quickly. Or if you need more continuous and stable gas supply for your strategy, you can switch off your workers between the two gases with your micro-controls.

5. What Protoss unit is now the best option to counter mass enemy air units? The Phoenix lost its overload ability which was really the only Protoss splash damage option other than Psi Storm. (StarCraft 2 Forums)
Against Zerg's mass air units like Mutalisks, Archons and Psi Storm are still the best counters. Against Terran's mass air units like Vikings and Banshees, Protoss can still use Phoenixes and focus fire. Vikings currently do additional damage to large ships, rather than light armor.

6. What kind of damage do spells deal? Is there a type "Spell" or don’t they have any specific attack type? (StarCraft 2 Source)
There isn't a specific "spell" type of damage, but some do additional damage to current types already in the game. For example, Ghost’s Psi Round deals an additional 40 damage to Psionic units. There are special; cases though as well, seen when Psi Storms instantly kill Hallucinations and when a Yamato Cannon will not activate an Immortal's hardened shields.

Source: Battle.net
I am the Executor
I am Law.

stebo88

Banshee
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Ghost
Nov 17th 2008, 2:48pm
Good to know!

Guess what.

I have a fever.

And the only proscription, is OVERLOAD.

I3lackl)eath

Hellion
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Nov 17th 2008, 2:51pm
even the corsairs old ability of disruption web would be better than freaking anti-grav

peeyano_keys

Civilian
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Nov 17th 2008, 3:28pm
- Anyone agree to this yamato gun not activating immortal shields idea?

- Never realized the command center will be like a bunker war with scvs throwing themselves to fix it. Oh well either rush before they get the upgrade or mass and i wonder if the splash damage does friendly fire.

- Sad to see overload ability isn't back yet; I'm getting worried.

Tom Phoenix

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Phoenix
Nov 17th 2008, 3:37pm
I am suprised they buffed the Planetary Fortress. People already complained at WWI that it was too powerful due to it`s high health.

This creates an interesting balancing situation. On one hand, the Fortress might be too powerful against drops, especially when combined with the now more powerful Missile Turrets. On the other, however, people might avoid actually ugrading their CC into a Fortress in order to avoid causing splash damage against their own workers.

EDIT: Although it is possible that was Blizzard`s intention, to provide a powerful anti-drop weapon but which comes at a cost of causing splash damage to workers. But I am unsure if that is a good idea, since players could get more reliable defence at a cheaper price (while keeping the mobility of the CC!).

Endri-gol

Civilian
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Nov 17th 2008, 5:58pm
I love the idea with PLANETARY FORTRESS!!!

Bloodwolf

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Ultralisk
Nov 17th 2008, 5:42pm
stebo88 said...
Good to know!

Guess what.

I have a fever.

And the only proscription, is OVERLOAD.
LOL stebo xD...

- I agree, overload HAS to come back, Archon/storm anti-air by Protoss doesn't sound like enough =/

- Regarding Fortress, it's funny that they are empowering anti-drop capabilities to Terran. They are already making rushes less effective by increasing worker attacks (as well as Zerglings vs Zealots/Marines). Perhaps they are trying to negate certain game exploits (cheese? XD) to force ppl into more creative strategies, as well as trying to use late game units (although I still don't see Motherships being used that often in comp games).

- Gas mechanic sounds so gay =/ ... they turn off every 500 gas, and you have 2? what kind of a mess is that? =x ... like someone said on a diff thread... with many expas you probably won't care/have the time to micro your workers between gas/minerals...

- I'm glad spells don't have an actual "spell damage" category, that would have definitely make the game feel Warcraft3ish ^^ haha

- I'm very happy that all parts of the Trilogy are consequential to one another. That is, Zerg will pick up from the Terran ending, Protoss will pick up from Zerg's ending. Having up to 90 selectable missions (total) to look at a story from 3 diff povs would have been less exciting that playing the story sequentially and not knowing what's going to happen :).

PS: I'm so glad I'm part of the Armory ^^ ... been some time since I wanted to give my opinion in QA Batches and since I don't post at battle.net I was unable to do so.

Nil

Ghost
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Nov 17th 2008, 5:08pm
Even with the planetary Fortress buff I am not sure I would want to take a chance with the splash damage, since the enemy could deliberately move into a pack of workers and Com station still seems the better choice in the long run.

Looks like double gas seems the best route for terrans considering how important marauders seem to be.

swarmpower99

Dark Templar
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Phoenix
Nov 17th 2008, 6:53pm
The planetary fortress thing is cool, I hope its not just a poor excuse to counter the unstopable nydus worm >.>

And yes overload is a must and a must NOE!

Tide_of_Corn

Drone
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Nov 17th 2008, 6:35pm
i thought they wanted terrans not to turtle?
the PF sounds cool but if its too powerful, then it'll end up taking away much of the fun that raiding has.

the gas mechanic is extremely not needed. theres no reason for it whats so ever.

friendly fires still in so the fun can now begin!

i like the idle unit things but id prefer death specific animations over anything else

overload was amazing and they f*ed it up royally. i want it back as well as probably everyone else. protoss are pretty much effed when it comes to mass light air unless they happen to have a shit-load of archons and stalkers...i forsee weakness in the protoss...
Beware the XposdScrotm
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