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Fansite Q&A 3: SC2Pod

Tom Phoenix SI

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May 1st 2009, 16:14
The fellow StarCraft II fansite, SC2Pod, has released the Q&A session they received from Blizzard, which makes it the third installment in Blizzard`s Fansite Q&A series.

1. How will StarCraft II handle widescreen monitors? If the screen isn`t going to be stretched, either widescreen or traditional format will have the advantage of seeing more of the battlefield, have you decided which one?
[Dustin Browder] Widescreen monitors will be able to see slightly more of the battlefield, but the extra visual real estate players will be getting will be quite small. Nonetheless, for competitive gaming, there will be a small visual advantage to having a widescreen.

2. When cloaked units move you see a graphics effect hinting their presence. Can you see some trace of the Infestor when it is moving underground?
[Dustin Browder] The Infestor while burrowed will be like any other burrowed unit, and will not be seen unless there is a detector nearby. On the other hand when the Infestor moves above ground, there is a (visual) slime trail the unit leaves in its wake, which disappears over time. We are also discussing the possibility of having some type of visual that may imply an Infestor is moving while burrowed nearby, similar to how cloaked/stealth units currently move above ground.

3. The Colossus' attack mechanic has changed a number of times, how does it currently work?
[Dustin Browder] While this is still going through balance, the Colossus currently does 23 damage but attacks twice and has 6 range, which players have the option to upgrade later to 9. When the Colossus attacks a target, it does a horizontal spread of damage in relation to where the Colossus is facing. This type of area of effect attack is extremely effective at eliminating massed lower hit point units.

4. How are the new macro mechanics (Mule, Spawn Larva, and Dark Pylon) working out so far? Are they often used during gameplay testing? How much more per trip than an SCV does a Mule mine? And is it Mule, MULE or MUL-E?
[Dustin Browder] The new macro mechanics works great in the internal testing but we are really looking forward to how players will use it in the beta. Currently the MULE mines three times the minerals of a normal SCV per round.

5. What is the status of the Radar Tower? It overlaps heavily with the Missile Turret in terms of function. Does the "view" into the fog warrant the creation of a new building with an additional cost of 25/100, the additional health notwithstanding?
[Dustin Browder] The Sensor Tower is no longer a detector since the Missile Turret already serves that purpose. However, with the Sensor Tower you can see enemy units in the fog of war and you can 'salvage' your Sensor Tower when it is no longer needed anymore.

6. You recently updated the 3D models for a couple of units (Baneling, Drone, Hydralisk etc), making them much more detailed. Which other units can expect to receive similar updates?
[Dustin Browder] All of the Zerg units and buildings are being updated in the same fashion. There have already been several updates, though we are currently polishing up the Infestor, Roach, and Corruptor. As needed, new models may also be created during this period. The Infestor, Brood Lord, and Spawning Pool, and Ultralisk Cavern have new models from which the community has previously seen.

7. How is the soundtrack coming along? Will any of the music themes from SC:BW make a reappearance in StarCraft 2 or is everything new?
[Dustin Browder] There will be some edited versions of soundtracks based on the original StarCraft music in addition to many new tracks lead by the original composer of StarCraft, Glenn Stafford.

8. Do air transporters (like Medivac Dropship and Overlord) have to land or do some sort of special animation before dropping loaded units?
[Dustin Browder] Currently only the Medivac has an animation while it unloads units. All transporters like including the Medivac, Warp Prism and Overlord unload units one at a time with a slight delay between each unit, which is subject to balance.

9. How much damage does the Void Ray deal? What are the time intervals and how much does the damage go up?
[Dustin Browder] The Void Ray does 6 damage in the first stage, 12 damage in the second stage, and 24 damage in the third stage. Each attack stage ramps up every 3 seconds.

10. What is the current status of the Corruptor? Does it still have its turret mechanic? If so, how does it currently work?
[Dustin Browder] When the Corruptor kills an enemy air unit, that unit will be turned into a stationary "turret" upon death. That turret currently does 7 damage, has 6 range, and can target air as well as ground units and buildings. The turret will also be player controlled so you can force fire with them as well.

11. What have been some of the hardest choices you have had to make during the development of StarCraft II?
[Dustin Browder] There have been many tough choices in designing StarCraft II - Amongst the most difficult would be what parts of the original StarCraft should be in StarCraft II. Next would be what new mechanics are worthy of introduction to the StarCraft universe. Balancing visual appeal with the serious game play that StarCraft has always offered has always been challenging as well. Overall, we hope that the choices we have made will give our players the best possible StarCraft II experience.


Source: SC2Pod.com

my0127 US

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May 1st 2009, 16:33
1st comment yeah:)

Well all this stuff has been confusing for me too. The sensor towers and missle turrets.
Also I dont get what the stationary turret is. After its Zerged (Verb?) by the corrupter does go to the ground and become a ick turret or does it stay in the air?
"I dream of a world where chickens can cross the road without having their motives questioned."

PsiWarp CA

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May 1st 2009, 16:35
"The Zerg are evolving quickly, the swarm shall be unleashed... soon there will be nothing that can stand in their path of destruction and perfection"

Finally the Roach gets some spotlight, makes me happy seeing how stable the unit is turning out to be to qualify for a model art polishing.

I'm glad the Corruptor's turret got a buff, being able to attack air and ground is quite versatile along with good range.

It seems the Void Ray raped too much, but now the stages activate 1 second quicker per stage

IMO, all transports should have an unloading animation~


-Psi (do the Terrans really need more minerals? 15 per trip a Mule is quite large a sum)
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Random US

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May 1st 2009, 16:43
3) hahahahahaha they used my attack animation idea wooooooooot (for now at least)

5) so does that mean that enemy units don't know if they are getting detected and you can just put one of your sensor towers out for an early warning up on a cliff and the enemy wouldn't notice?

6) good because all the ones they have redid so far have come out great

7) the original soundtrack is good so considering that sc2 is supposed to be better the sc2 soundtrack should be great

what if units came off two at a time because it always seems like it either unloads 1 person or everybody at once

9)but is this attack continuous or does 6 dmg after 1 second another 6 dmg then another second till it reaches 12 then goes 12 dmg then wait then 12 ect ect

Suck My Nuts AF

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May 1st 2009, 16:45
Every time I see a the Colossus in action it always seems jacked. I think They should make it a bit tougher in terms of Hit Points. In BR#1 it seemed far too weak. This seems to be a unit that is difficult to balance.


Also I'm very happy that they got the origanal composer for the music.

PsiWarp CA

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May 1st 2009, 16:47
The Void Ray's base damage changes after 3 seconds up to the third stage, so per second damage would probably be 6 6 6 12 12 12 24 24 ~ all the while adding up. But that's speculation at best.


-Psi
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mustachio NZ

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May 1st 2009, 16:51
no i think he means for the viod ray it goes 6 damage for 3 sec's, then 12 damage for 3 sec's, 24 damage for 3 sec's and so on....so basicly the void ray's attack doubles every 3 seconds

does anyone know what the max amount of dammage is?
if it says there my bad..

PsiWarp CA

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May 1st 2009, 16:52
Quote by mustachio
no i think he means for the viod ray it goes 6 damage for 3 sec's, then 12 damage for 3 sec's, 24 damage for 3 sec's and so on....so basicly the void ray's attack doubles every 3 seconds


That's exactly what I said, the base damage changes after 3 seconds, up to 24 max.


-Psi
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Omega US

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May 1st 2009, 16:55
Some good question and good info.. The visual cue for the infestor moving is interesting and could help with finding the unit I would hope to se it in action soon to make a better judgment. The Colossus now has two attacks and does up to 46 damage that is good I would like to know about how the AoE has changed since it was said to be smaller. The mules now can harvest 3 times as fast as a SCV that is high and makes the use of the unit worth while as well as the fact of how many you get in a drop. The sensor towers role seems to be getting smaller and smaller ever time but at least you can still see an approaching for in the fog of war. The void ray double its damage ever 3 seconds for 2 times so it takes only 3 seconds to get up to 12 then 3 more(6 total) for 24 now if it hit two times a sec.( my guess is that it may be close to this) that mean it will do 36 damage to get to 12 and 72 more points of damage to get to 24 so the void ray will do a total of 108 not including armor reductions before it gets to 24 a hit note this is a vary rough estimate of damage and I maybe very far off. As for the Corruptor "turrets" do they have a timed life if not ho much damage can they take since it will be an air turret that can do 7 damage and be a pain if you loses a lot of air units to Corruptor in a single area.

Ocelot US

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May 1st 2009, 17:25
So in what part of the line are we to get our Q&A finished?
Quote by ngilford
A scary thought just occured to me. A possible situation is that all pro players will switch to Terran, and then TvT will be the only pro match-up and Korea will shoot into space and implode.

spartan198 PH

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May 1st 2009, 17:58
1. Nice its a good thing I already changed to wide screen.

2. IMHO cloaked units should still show that similar ala "Cloaked predator effect" when they are moving. Same goes with the infestor when it is moving underground. Because technically the lurker and infestor are the Zerg's stealth units.

3. It sound like the same from what I see on BR1 I think the colossi needs a good shield or HP upgrade to give it more staying power.

4. Hope they really balance it out . Still I think the spawn larva sound out of place among the 3.

5. not new

6. Nice to know but I worry about the new ultra and corruptor look.

7. good news .:)

8. I agree with psi, each should have a different animation

9. Oow I thought it would much higher than that. This is one of my questions, glad it got answered already.

10. Will the killed unit retain its HP or will the turret have its own HP and armor?

11. It sounded like almost everything, making a great game isn't easy. Mr. Browder is just being honest.
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Xero US

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May 1st 2009, 18:19
yay an update thats great the info was not that great but it was nice to see new things i really hopw the infestor look better this infestor is just wierd looking i hope the new disinges are better nice to know about the mule and the sensor tower is just wierd there is almost no point into buliding it other than to get a few second warning on incoming units but sometimes thats all you need this game will be great ill be exsited for beta evnen if i dont get a beta key
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Liraco MX

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May 1st 2009, 19:17
Does the Colossus attacking twice mean it does 23 23 damage or 23 total divided between two attacks? I'm guessing the former which makes the attack quite powerful, and makes the marine shield upgrade necessary if they want to survive against even a single colossus.

Looks like the Q&A quality is improving a bit. Nice to know about the art changes, though I worry a bit about the mule as it gives a lot more minerals per trip and requires a lot less macro than say the Dark Pylon's ability. Oh well, I'm glad to know that it's at least working alright.
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esertap BR

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May 1st 2009, 19:50
How much damage does the Void Ray deal? What are the time intervals and how much does the damage go up?
[Dustin Browder] The Void Ray does 6 damage in the first stage, 12 damage in the second stage, and 24 damage in the third stage. Each attack stage ramps up every 3 seconds.

10. What is the current status of the Corruptor? Does it still have its turret mechanic? If so, how does it currently work?
[Dustin Browder] When the Corruptor kills an enemy air unit, that unit will be turned into a stationary "turret" upon death. That turret currently does 7 damage, has 6 range, and can target air as well as ground units and buildings. The turret will also be player controlled so you can force fire with them as well.


amazing!!! really perfect and cool news!!!

RAJ8430 US

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May 1st 2009, 20:06
Very nice information is given in this Q&A secession. I like the fact that they have edited the Collosus's attack and have really made some drastic changes to the things that the fan sites did not like. It seems like that they are really listening to what the community has to say about Starcraft 2 and its problems.
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