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Old 02-08-2008, 06:02 PM   #1 (permalink)
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New Q&A Batch 29

This batch we have more exciting changes to update you on, as well as sneaky strategies to use on unsuspecting opponents.

Gameplay Blog: This week I had to learn the hard way a change in our latest build of StarCraft II, which the Devs conveniently forgot to tell me about. As Protoss, I did my standard dual Gateway build, scouting to find that a lone SCV building a bunker outside of my base. In my mind, I thought, OK- a standard bunker rush, no problem! Build 2 Zealots and then hit the Bunker.

As it was a small 2 player map, my opponent was able to bring in a single Marine and Medic very soon, especially with the SCV repairing the Bunker at a very fast rate. As he repaired, I chased the SCV around the Bunker and attacked the Bunker with my other Zealots. To my disbelief, the Medic inside the Bunker was healing the SCV outside of the Bunker. Soon enough, another SCV showed up to repair the Bunker, as well as a Marauder, slowing my Zealots before they could reach the Bunker. At this point I had lost my initial two Zealots, but I had built four more. At the same time, my opponent now had a Marauder, Medic, and Marine, with 2 SCVs guarding the Bunker. These SCVs were impossible to kill since they were both running around the Bunker, being healed at the same time, while my Zealots were slowed and shot at by the Bunker. When my Zealots attacked the Bunker, the SCVs repaired the Bunker. Needless to say, the standard Bunker rush is not so standard anymore. With Terrans Salvage ability, being able to deconstruct Terran buildings for 100% of the cost back, adds to the devastating effect of a StarCraft II Bunker push. On top of that, adding a Ghost in the Bunker, allows for Sniping within the Bunker, as well as huge range, making it an effect pushing structure before you tech to Siege Tanks. Thanks for letting me know guys :P GG.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 29---

1. Do the Terrans currently have a purely dedicated anti-air unit filling the role of the Wraith and Goliath? (sc2pod.com)

No, the Terran Viking is currently their primary anti-air unit, which is built from the Factory. The Viking can currently shoot both ground and air when in ground mode, and is able to transform into an air to air fighter, for better mobility and economy raids.

2. Do the Auto Turrets built by the Nomad attack randomly like the bunkers in the original StarCraft or will the player be able to choose the target similar to the Missile Tower? (broodwar.de)

Auto Turrets can be controlled by the player as if it were a stationary unit. You can both group them and focus fire with them. When they are not given an order, they will fire at the nearest enemy within range.

The Nomads second construction option, which is the Mine Drone, will not be able to be controlled by the player as easily. The Mine Drone is a stationary defense structure, which places four mines around it, and then immediately cloaks both the mines and the structure. Similar to the Spider Mines from the original StarCraft, these mines will wreck havoc on an incoming army without the ability to see cloaked units. The mines does a base damage of 50 plus an additional 50 damage to armored units. On top of that, the Mine Drone replaces the mines after they detonate, temporarily revealing the Mine Drone structure. Similar to the Auto Turret, both of these structures will cost energy to build from the Nomad, and will have a very minimum setup time.

3. With the Reaver removed, and his siege role moved to the Warp Ray, what will take his splash role? (TheWarCenter.net)

The Protoss Colossus now has a linear splash damage beam attack, which blazes enemies in a horizontal area of effect, from where the Colossus is facing. Like all area of effect attacks, the Colossuss beam is excellent at annihilating close groups of M&Ms (Marines and Medics) and mass Zealots.

4. With water featured on some of your maps, will this allow modders to try new game ideas that may make use of water? (StarCraftZone.com)

This should be possible, though much of this experimentation will have to be left up to the modders. I am sure there will be amazing mod creations the community will come up with.

5.What is the status of StarCraft IIs AI?(sclegacy.com)

StarCraft IIs AI (artificial intelligence) is definitely superior to Brood War in many ways, though most notably, the AI does a great deal more of scouting, and makes decisions according to what it has found during those scouting missions. Unsuccessful scouting missions, similar to what a player might experience would tend to lead towards a more standard type of army build or continued scouting.

---End of Transmission---

Other
" The Bunker rush can be stopped by going dual Gateways, Zealot spamming, and effective scouting. It was the fact that I didn't expect the Medic to heal out, that ended up in my loss. Always kill the SCV first! I was thinking...why would he put his Medic in the Bunker?"

" The Null Void ability will decloak stealthed Ghosts in the area of effect. The Null Void also works as a 'detector' uncovering all cloaked units and burrowed units, such as Dark Templars and Banshees."

" The Colossi will not be hit for double damage from units that can hit both air and ground. There are currently only units that are able to hit ground and air units using the same weapon. There are no units that can hit both ground and air with different weapons, such as the Goliath in the original StarCraft."
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Old 02-08-2008, 10:14 PM   #2 (permalink)
lol just as planned
 
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Re: New Q&A Batch 29

mine drone sounds awsome *waits fo rpheonix to go OMG MROE DEFENSE?"

hope the ai lvl can be set like wc3
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Old 02-13-2008, 04:09 PM   #3 (permalink)
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Re: New Q&A Batch 29

Hmmmmmm.... Interesting...... Anymore Info?
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Old 02-13-2008, 04:49 PM   #4 (permalink)
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Re: New Q&A Batch 29

ÈMedics in StarCraft II currently have an area of effect Flare ability (50 Energy), which allows the player to see an area near the Medic. This Flare will not act as a detector, but is great for attaining vision of high ground to spot for the Siege Tank, allowing it to hit targets otherwise not target able. this will be great for Reapers to back door, or in team games for Stalkers to Blink to strategic positions.
However a 'spotter' will not be necessary to go from high to low ground, because a unit on high ground will be able to see ground levels below it.

Also The Colossus will be able to see on top of cliffs, allowing it to climb up without a 'spotter.
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Watch the Game, Learn the Game, Control the Game.
To Those Who Think,
To Those Who Dare,
To Those Who Do,
To Those Who Succeed.
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Quote:
Mapmaker FAQ:

1)Can the map editor-

Yes, it can.
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