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StarCraft II Q&A Batch 42

25th Jul 2008 07:32 PM GMT | synteny | 19 comments

Batch 42 of Karune's QA-Batches has just been released, and we are treated with some really juicy stuff today!

Blizzard Quote: (Source)
---StarCraft II Q&A Batch 42---

1. What was the main reasoning to shifting the Hydralisk backwards one technology level? How does this affect the Zerg early-game, especially since the Zerg will have absolutely no anti-air units before the Hydralisks? (gamereplays.org)

Actually, the Hydralisk has been brought back down to Tier 1.5, giving Zerg early anti-air capabilities without upgrading their Hatchery to a Lair. The test originally was to put Hydralisks at a later tech and have Corruptors be buildable earlier without a prerequisite building other than upgrading to the Lair. To make this happen, the Corruptors had to be nerfed appropriately to fit that tech, which made it very weak and much less fun. Additionally, without a prerequisite building, opposing players could not scout the Zerg player to see when they were going air, which did not fit the gameplay style we were shooting for.

2. What kinds of cheats will be included in Starcraft 2, and how will they be accessed/unlocked? (starcraft.org)

There will be cheats, but you wont know what they are from us sorry.

3. Concerning resources there is one big issue for mapmakers: There are only two of them. For many UMS-maps you need more different resource-types than gas and minerals, thus mapmakers were forced to use even civilians as a sort of resource. So will mapmakers be able to place their one, gather-able resources on the map such as lumber or gold? (starcraft2.4players.de)

Yes, we have recently added support for one additional custom resource type. Additional custom resources types may be implemented in the future, but there are no plans at the moment.

4. With the Battlecruiser's new ability dealing splash damage to lightly armored air units, you could fear that the Thor has once more fallen into a role void. Is this the case or are the Battlecruiser ability and the Thor's anti-air capabilities tactically different enough? (Gamereplays.org)

The overlap is really no more different than a Siege Tank and the Yamato Gun ability or the Reaver and the Psi Storm from Brood War. The new ability helps the Battlecruiser against a specific group of units, which are units the Battlecruiser is already good against, rather than making it effective against all units. The last thing we wanted is for the Battlecruiser to kill groups of units that are supposedly effective at countering it, such as the Warp Ray.

5. Does the Battlecruisers new AoE affect friendly units in the area? (thewarcenter.net)

No, the Missile Barrage does not affect friendly units.

6. Will it be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor? (sc2pod.com)

Yes, we are looking forward to seeing some awesome custom cut scenes from the community.

7. Most users know that even invisible units can be seen by experienced players since they cause this nice little blur effect while in Warcraft 3 invisible units are indeed invisible aside from leaving footprints on the ground. So what about transferring the 'real' invisibility into the World of Starcraft by allowing mapmakers to choose from those two different invisible modes for each unit? (starcraft2.4players.de)

Map makers will be able to remove the blur effect that is currently on StarCraft IIs invisible units.

---End of Transmission---


For this session and all the previous Q&A sessions you can visit our Q&A Archive which currently holds a total of 200+! questions and answers! Or you can go to the Q&A listing if you prefer viewing the batches 1 by 1.


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Comments

118 days ago
Thanks for the heads-up Synt! =D

No blog or blurb at the start? =(
118 days ago
Yeah, I should have put a little blurb at the start (but a blog?)
118 days ago
This is just fine synteny. What Leord means is that Karune usually adds a "blog" section in which he discusses a gameplay experience, or a topic to a bit more detail. Its not included this time though, which is rare
118 days ago
Ah ok, silly me.
118 days ago
Haha, yeah, I didn't mean anything about your news item =)

So, what do you like the news of the cinematic availabilities in SC2? I am suspecting really cool Machinima for SC2 ;)
118 days ago
I think it's awesome. There will be an influx of cinematics from fans. If only Blizzard would include unit modellers and skin designers into the game...
117 days ago
What do they mean with "the full 3D cinematics mechanic from the single player campaign". 3D camera movement?
117 days ago
Probably the bridge from the Terran campaign, for example.
117 days ago
If you look at the single player gameplay from BlizzCon 2007, you'll see a section when Jim Raynor is on the bridge of Hyperion. He means that sequence. The full 3D-models, and they have also said they used higher rez ones for the ACTUAL cinematics ;)
117 days ago
Yay for blur effect

Yay for the option to take out blur effect in custom games

great Q&A, felt like I got some insight into what they are trying to accomplish over in Irvine
117 days ago
I'm still pretty confused by the cinematics comment. Guess I'll have to wait and see =)
116 days ago
What are you confused by? The sequences they have between maps, like ON HYPERION, including the engineering bay (inside Hyperion), the bridge and lunch room, those things can be used by cinematic makers. I assume that the Protoss one will be in some Mothership, and the Zerg one to be in some Hive (cool to see inside of a Hive!).

High-rez characters with proper talking animations etc.

Did I help any? =/
116 days ago
Aw ok, thanks.

Nice, even though I fear that most of the high-res stuff will be rather useless since it comes in limited amounts and doesn't fit to the other "low res" models.
Meh, speculations. :P
116 days ago
actually, I'm pretty sure in-game cinematics means that in-game cut scenes ala Warcraft 3 in which the in-game models would have dialogue and whatnot before gameplay starts or in between. So there cinematic editor means that you can create your own true in-game cinematics
116 days ago
Both the Hyperion and the map you play on is "in-game" =)

I think you can use the Hyperion bridge (etc) in very cool ways, but I think they are just "sets" or "stages", and probably nothing you can "play Doom" on. It will be cool, but I also think that the coolest things will appear in the map gameplay cinematics.
116 days ago
I like the reasoning behind the Hydralisk downgrade, but it still doesn't mention what happened (if anything) to the Roaches.

The anti-blur feature is a nice addition to the map editor.
115 days ago
It's just that the Hyperion backdrop and hi-res characters sound a bit limiting to me somehow... We will probably only be able to use what's been used by Blizzard in these cinematics.

I wouldn't be surprised, if the characters had very specific motion-capture motions that can only be used in very specific situations. Hope I'm wrong, though.
115 days ago
You're probably right that they only have a certain amount of animations, but I would wager that you could use all those any way you want, and probably also make new animations. I doubt they are motion capture, as I have heard Blizzard likes to use "real" animators that make "real animation", not motion capture.

Also, yeah, the Hyperion sets will probably be about that limited, but they didn't seem overly complicated, it's very possible we could re-skin them, or even make new ones ourselves!
67 days ago
I dont know. The idea of removing the blur effect may have an impact on the game. We'll see.