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> Q&A batch 37
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#1 (permalink) | |
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Premium Member
![]() Join Date: Aug 2002
Location: Canada
Age: 20
Posts: 11,220
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Q&A batch 37
Chat with Devs: One of the latest changes the Devs are trying for the Nomad is replacing their previous stationary Mine Drone with Spider Mines. The Spider Mines behave the same as Spider Mines from the original StarCraft. It now also does 50 damage plus 50 additional damage towards armored units. Instead of only having 3 Spider Mines, the Nomad will be able to plant Spider Mines with the cost of 15 energy. These Mines will definitely prove quite formidable against mass Tier 1 units such as Zerglings and charging Zealots.
As always, feel free to give the Devs and I a w00t if you are enjoying the batches. ---StarCraft II Q&A Batch 37--- 1. Can the Ghost snipe casting (energy based) units in the fog of war using its passive sensing ability? (Battle.net) crazy_dave While the Ghost will not be able to snipe casters in the fog of war, their current range to detect casters(units with energy) is 30, giving you plenty of time to prepare for incoming threats. 2. Could you tell us more details about the Reapers' mines mechanics? Are they visible for the enemy? Can they be defused, or should simply be destroyed? Do they deal damage to friendly units and to each other? If so, does the explosion of one mine cause the detonation of its neighbors, or they just die, without dealing damage? (Battle.net) Elsoron Yes, the Reapers mines will be visible, though depending on the placement, they can be covered by enemy units moving over them. The mines have very few hit points and can be killed easily. Nonetheless, it is important to note that they are very small, making it more difficult to micromanage those attacks when there are several mines. Mines damage both enemy and friendly units/buildings, so making sure you dont blow up your own Reapers is quite important Mines will not detonate other mines, have a 30 second cooldown, and they currently do 30 damage plus 30 additional damage to armored units (including buildings). Furthermore, the mine is now an upgradeable ability of the Reaper.3. In StarCraft II there are destructible obstacles like rocks. Apart from simply killing them the Protoss Nullifier can lift them with his Anti-Gravity spell. Do the other races have any similar options to remove or pass the rocks with spells? (broodwar.de) Actually, the ability to lift destructible doodads has been classified as a bug and has been fixed in the latest builds. Nullifiers have already proved to be quite strong when used in groups, being able to lift up Siege Tanks and Ultralisks, effectively taking them out of combat until the rest of their reinforcements are dead. 4. Do Anti-Gravitated Banelings keep their suicidal abilities and act as Scourge? (sc2blog.com) Yes, when Banelings die while being lifted by Anti-Gravity, their explosion will hit air units in its area of effect. This could undoubtedly open up some unique and unexpected strategies in team games. 5. Blizzard made 2 e-sport oriented games after StarCraft: Warcraft 3 and WoW. What are the biggest lessons that you've learned from those 2 games and how will you apply them to StarCraft II? - VIB (teamliquid.net) One of the main goals for StarCraft II is to keep the game very visually intuitive and readable. As Dustin has mentioned in our recent chat, visually When a unit teleports, it teleports. When it shoots, it looks like it is shooting. It should be easy to follow on a screen and players should be able to quickly understand what is happening in the battles. Futhermore, Blizzards games has followed the premise of easy to learn and hard to master. StarCraft II will follow this philosophy. 6. How does the Marauders slow ability work against the Zealots charge ability. According to present knowledge the concussion grenade shot of a Marauder forces its target to stop moving for a short time; afterwards the targeted unit can go straight forward. So does it stop a charging Zealot and does the speed bonus remain?(starcraft2.4players.de) When the Marauders concussion grenade hits an enemy target, it will reduce that units speed immediately by a set percentage. The cooldown of the concussion grenade shot is subject to balance. Nonetheless, a charging Zealot slowed by a concussion grenade is still pretty fast. Before the Protoss player upgrades their Zealots with charge, a Marauder can kite a Zealot with relatively little micromanagement.
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#2 (permalink) |
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BattleForums Newbie
Join Date: Mar 2005
Location: Altair IV, pre-nano Plague
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Re: Q&A batch 37
I like all of them, especially the Marauder's concussion grenade. Considering the nature of the weapon, that makes sense.
The one thing I have an objection to is the Nomad's ability to make SPider Mines. It seems VERY broken and could easily be used, considering its low energy cost (15). With multiple Nomads they could seed an area till its nigh-impenetrable; Terrans would have the ultimate in defensive fortifications, if that happened. Seems rather unfair to the other two factions, is all. |
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Mines will not detonate other mines, have a 30 second cooldown, and they currently do 30 damage plus 30 additional damage to armored units (including buildings). Furthermore, the mine is now an upgradeable ability of the Reaper.

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