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Fansite Q&A 3: SC2Pod | May 1st 2009, 16:14 | |
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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.
Source: SC2Pod.com ![]() |
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| May 1st 2009, 16:33 | |
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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."
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| May 1st 2009, 16:35 | |
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"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)
Starcraft 2 Officially Released!!
Thankies Mustachio for the Awesomesauce Avatar ^^! |
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| May 1st 2009, 16:43 | |
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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 once9)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 |
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| May 1st 2009, 16:45 | |
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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. |
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| May 1st 2009, 16:47 | |
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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
Starcraft 2 Officially Released!!
Thankies Mustachio for the Awesomesauce Avatar ^^! |
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| May 1st 2009, 16:51 | |
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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.. |
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| May 1st 2009, 16:52 | |
That's exactly what I said, the base damage changes after 3 seconds, up to 24 max. -Psi
Starcraft 2 Officially Released!!
Thankies Mustachio for the Awesomesauce Avatar ^^! |
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| May 1st 2009, 16:55 | |
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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.
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| May 1st 2009, 17:25 | |
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So in what part of the line are we to get our Q&A finished?
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| May 1st 2009, 17:58 | |
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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.
"There is no shame in defeat so long as the spirit is unconquered"
Praetor Fenix B.net identity: dfool |
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| May 1st 2009, 18:19 | |
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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
And like a thousand other commanders on a thousand other battlefields, I wait for the dawn.
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| May 1st 2009, 19:17 | |
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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.
Miles' broken hand FTW!
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| May 1st 2009, 19:50 | |
amazing!!! really perfect and cool news!!! |
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| May 1st 2009, 20:06 | |
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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.
This is my farewell and my confession
Goodbye Everyone |
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what if units came off two at a time because it always seems like it either unloads 1 person or everybody at once










