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StarCraft Legacy
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Blizzard has just announced it's third con, BlizzCon 2008. Here's the official release:
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PARIS, France. May 12, 2008 -- Blizzard Entertainment, Inc. today announced plans for its third BlizzCon™ gaming convention, to be held at the Anaheim Convention Center in Anaheim, California on October 10 and 11. BlizzCon is a celebration of the global player communities surrounding Blizzard Entertainment®'s Warcraft®, StarCraft®, and Diablo® franchises. In response to the demand to accommodate more attendees, this year's event has expanded from two convention halls to three.
"Whenever we've been able to meet and interact with Blizzard gamers from around the world, it's been a great experience for us," stated Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We're looking forward to seeing even more of our players at this year's BlizzCon and delivering another entertaining and informative event for them."
BlizzCon will offer a wide variety of activities to help all attendees get the most out of the two-day event. In addition to serving as a gathering place for the different Blizzard Entertainment gaming communities, attendees will be able to enjoy:
Hands-on play time with upcoming Blizzard Entertainment releases
Discussion panels with Blizzard Entertainment developers
Competitive and casual tournaments for players to showcase their talents
Areas and activities devoted to licensed products such as the World of Warcraft® Trading Card Game
Costume, machinima, and character sound-alike contests with great prizes
Commemorative merchandise based on the Blizzard Entertainment franchises
A silent auction
More exciting activities to be announced
Tickets for BlizzCon will go on sale in the next few weeks at a price of $100 USD per person. As the event draws closer, further details will be announced on the official BlizzCon website: www.blizzcon.com.
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This is fantastic news. The increased floor space will be incredibly nice. In addition it will give us another look at StarCraft II and any other titles that are currently under development. You can bet that SC:L will be there to cover all the events, panels, and news. 2008 is shaping up to be an extraordinarily exciting year!
Sources:
Blizzard UK's Official Press Release
The Official BlizzCon Site
Comments (6)

1UP.com recently gained exclusive access to StarCraft 2. Jeff Green and James Mielke traveled to Blizzard headquarters in Irvine, California to test out and report on the latest StarCraft 2 builds. Visit 1UP's Week-long Editorial StarCraft II page for updates on new articles!
MONDAY 5.05.08
Mielke and Green discuss their impressions of the latest build of StarCraft II. There are also descriptions of some of the multiplayer maps. While the majority of the article is spent belittling Green, the article does reassure us that StarCraft II will turn out to be an excellent game!
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Blizzard's worldwide headquarters in Irvine, CA. Less than a week after Blizzard opened the doors to an international group of writers from across the globe, we were invited down a closed, head-to-head play session of StarCraft II -- just the two of us, playing the Terran, Protoss, and newly-revamped Zerg as we saw fit. And play we did over six long, brutal (for Jeff, anyway) hours of real-time strategizing.
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Seven Matches, Seven Victories
TUESDAY 5.06.08
This article is a comparison between Blizzard and Westwood, discussing the quality of their games and how each company's innovations impacted eachother and the RTS genre. StarCraft definitely left a bigger footprint on the RTS world, will StarCraft II leave behind a greater legacy?
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Westwood
Westwood's Dune II (1992) introduced aspects like the map-obscuring fog of war, unit-based resource harvesting, mouse control, and a trio of factions with different units. Command & Conquer (1995) followed Dune II's lead by differentiating sides even further with the brute-force Global Defense Initiative and the stealthy, cultish Brotherhood of Nod. The game also featured multiplayer over a modem, a de rigueur mode in strategy games now.
Blizzard
While the controls and user interface of StarCraft (1998) are more or less the standard now, Westwood laid the groundwork for Blizzard's success -- Dune II was released over a year earlier than the original WarCraft (1994). But Blizzard still innovated: StarCraft's three asymmetrical factions took the idea of wildly different play styles and combat specialties to a whole new level. WarCraft III: Reign of Chaos added RPG-inspired Hero units that gained experience and new powers as the game progressed -- now it's hard to find an RTS without some sort of Hero facsimile.
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Retronauts Presents: Blizzard vs. Westwood
Video Interview:
Chris Sigaty, lead producer and hair model for StarCraft II, talks about first impressions and describes where the three races are in development right now.
Video - Chris Sigaty Interview
WEDNESDAY 5.07.08
Since 1UP played the latest "public/press" build they now have the most up-to-date stats on all the units.
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During our exclusive hands-on-with-the-Zerg play session at Blizzard (see Monday's preview), we thought it would prove useful to StarCraft fans if we scribbled down as many notes as we could about the building cost, construction speed, and prerequisites of everything in the new Zerg tech tree. After all, real-time strategy games like StarCraft II are a measure of one's command of timing, organization, and strategy -- not to mention mouse and keyboard dexterity. So, with the aim of providing you with a roster of the current -- according to Blizzard -- pre-alpha version of StarCraft II, we present the Zerg tech tree as we know it. While we've tried to recreate the information as accurately as possible, there may be the occasional inconsistency -- and since Blizzard is constantly tuning and retuning, all of this info is highly subject to extreme change. In other words, 1UP takes no responsibility for your failed Zerg rush.
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The Dangerous Book for Zerglings
THURSDAY 5.08.08
Samwise, the man behind the art direction on StarCraft II, answers many excellent questions on StarCraft, StarCraft II, and on his experiences before and after being hired by Blizzard. Be sure to check out this interesting interview as it's one of the more valuable articles in 1UP's SC week.
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1UP: In terms of the art direction, are you finding more challenges with StarCraft II than you have in previous games? What are the uniquely tough things for you and your team in this game?
Samwise Didier, Senior Art Director: The main art issue that comes up is to make sure we aren't making something too much like WarCraft. We want to try to keep these licenses distinct, right? But it's so ingrained into our nature to try to push everything artistically over the top -- but a lot of that doesn't go well with StarCraft. WarCraft has more of a comic-book fantasy style. With StarCraft, we want to keep it grittier, darker, with less over-the-top humor. We want to keep the metals for the Terrans dull and rusty, we want the Protoss to have the shiny gold. It wouldn't be appropriate to have golden shoulder-pads on the Terrans. Just recently, we did a pass on some of our artwork to make the lighting a little bit less bright and the team colors a little bit less saturated. We're still dialing it in even now, but it's definitely starting to look more like how we want to make it look.
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Samwise Speaks
Blizzard Studio Tour
Set to the iconic Stormwind theme of World of WarCraft is 1UP's invasion of the Blizzard Museum; also visit the Boar's Nest - a cafeteria - and the Blizzard gym.
Video - Blizzard Studio Tour
FRIDAY 5.09.08
This article describes various openings in StarCraft, and if they will be applicable in StarCraft II.
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You could discuss, dissect, and debate the best strategies for playing StarCraft or its expansion pack, Brood Wars, until dolphins take over the Earth and still not come to a definitive conclusion as to which race or method of destruction is superior. That's what makes it such an amazing game. But it's easier to define the selection of opening gambits that fiercely competitive players often start the game with -- a handful of ways to get up and running with the specific aim of taking out your opponent(s) in as little time as possible. We've assembled five of the most compelling, time-tested options to remind veterans of the pulse-quickening fun to be found in the first five minutes of StarCraft -- and to show newcomers who've been wondering what all the fuss is about just what the fuss is about. Here, then, for your perusal, are our top five StarCraft opening gambits -- along with our best educated guess about whether the tactics will still be viable in StarCraft II.
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Top 5 StarCraft Opening Gambits
IGN has finally added StarCraft to their Videogame Hall of Fame. A spot which it so richly deserves.
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Among the most important and well designed RTS projects of all time, the Zerg and Protoss are unstoppable.
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Sources:
1UP - StarCraft II: A Week-Long Journey Into The Center of Blizzard's Real-Time Strategy Storm
IGN - Videogame Hall of Fame
Comments (11)

Karune has just posted his 37th SCII Q&A Batch. In it we learn quite a bit more about some very specific features.
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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.
---End of Transmission---
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Anti-Gravity appears to be one of the Protoss' most flexible abilities yet! The ability to move Ultralisks, Bunkers or even create suicidal "air-mines" will definitely enliven the Protoss gameplay experience.
Karune also gave us more information about the mines used by the Reaper and the Nomad:
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Originally Posted by Karune
Yes, Spider Mines will do splash damage.
Mines for the Reapers will only be limited by their cooldown timer.
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Originally Posted by Karune
Over enough time, it will be possible to fill an entire map, similar to how a map is filled with mines in the original StarCraft by a player that goes mass Vultures.
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Originally Posted by Karune
One of the best things about StarCraft games is that lower tier units do not necessarily become obsolete in later games. Tier 1 units can be upgraded in various ways, including abilities, which make them very effective in later parts of the game, such as with the Charge ability on Zealots.
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Karune is also keeping us apprised of the state of the current build:
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Originally Posted by Karune
While the Dev Team has been trying out some 'new' types of base defense, nothing has proved to stay any longer than a few builds, and the Phase Cannon currently operates the same as the original Photon Cannon with no new abilities.
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Originally Posted by Karune
ScreenCrafts are definitely 'special' occurances and most of the updates I will give you guys will be after the Dev Team feels they are stronger elements in the game. There are a lot of changes from week to week that are new ideas, but will not make it into the game.
Nonetheless, I will also keep changing it up from batch to batch, the types of focuses it will be on- though again it will depend a lot on what the Dev Team is working on at the time being.
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Originally Posted by Karune
The Marauder's attack effects a single target and is not an area of effect attack.
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Originally Posted by Karune
You want to micro your ranged units to kill Banelings and not your melee units. Banelings are currently the best counter towards mass melee units like Zerglings or Zealots.
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It is good to see that units are no longer created with a set amount of mines, such as the Vulture in StarCraft, but are instead limited by time or energy, thus extending the unit's gameplay value.
Source:
Karune's StarCraft II Q&A Batch 37
Comments (22)

Created by Saejin Oh from UDON Entertainment
From April 18-20th the New York Comic Con 2008 was in full-force; traditionally cons are where many important pop-culture announcements. This year there was even a StarCraft announcement. Tokyopop, one of the most renowned manga companies and Blizzard Entertainment recently announced a Three-Year Publishing Deal to release twenty-two manga adventures set in the richly detailed Warcraft and StarCraft® universes. By August 2008 two anthology titles will be available at bookstores: StarCraft: Frontline and Warcraft Legends. Tokyopop also announced their second StarCraft manga title: StarCraft: Ghost Academy.
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StarCraft: Frontline
Richard A. Knaak is the author of one of the stories in the StarCraft: Frontline anthology manga under the title: Thundergod. It will feature the Terran Thor - a massive robotic unit featured in StarCraft II.
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Quote:
StarCraft: Ghost Academy
StarCraft: Ghost Academy by Keith R.A. DeCandido will be an ongoing manga series featuring November Anabelle Terra (Nova), the lethal Ghost agent from the "indefinitely postponed" StarCraft: Ghost FPS Console game developed by Blizzard Entertainment. Keith wrote StarCraft Ghost: Nova for Pocket Books in 2006 as a prequel to the Console game. Now he continues his work, polishing the character, this time in a Tokyopop Manga. Keith mentioned at the New York Comic Con, during the Warcraft and StarCraft Panel, that a StarCraft II character would make an appearance in StarCraft Ghost: Academy. The Manga is set prior to Nova's first mission, when Nova was still at the Ghost Program Academy. An artist for StarCraft: Ghost Academy will be announced soon by Tokyopop. The first volume's release is scheduled for Summer 2009.
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The first two Warcraft titles also announced at the NY08 Comic Con were: Warcraft Legends & Warcraft: Dragons of Outland.
This is pretty neat - the art style could really be quite interesting especially if the realistic style seen in the teaser is used. It's also interesting to watch StarCraft's universe evolve into all types of mediums. No longer are we the ugly step-child - StarCraft is back.
Source:
BlizzPlanet.com's NY Comic Con Manga Coverage
Comments (11)

Earlier today Blizzard completed and released its updated and improved online store. Not only is the site now graphically intense with a slick new interface but it also boasts the largest sitting selection of Blizzard merchandise, both published/produced by Blizzard and by almost all of their licensed partners.
In addition, Blizzard now allows you to register a "Blizzard Account" that is not only used to make purchases from their online store, but even if you aren't going to buy anything there are some major bonuses.
Firstly, your "Blizzard Account" now seems to be the main place for you to enter Blizzard's Beta-Test Eligibility Lists. Once an account is set up there is a feature in the e-mail settings to enter yourself into the Blizzard Beta Lottery, which will enter you into the potential beta pool database for upcoming game betas.
The second and most interesting new function now available to your "Blizzard Account" is the ability to download digital copies of Blizzard games that you have previously purchased. On the Games tab, inside your account, you're able to add your CD-Keys from StarCraft, StarCraft Battlechest, StarCraft Anthology (digital copies of SC and BW that are now available for purchase), Warcraft III, Warcraft III: The Frozen Throne, Warcraft Battlechest, Diablo II, Diablo II: Lord of Destruction, Diablo II Battlechest (Diablo II downloads will soon be available) and/or World of WarCraft (though the WoW client downloads are still handled through the WoW website) to validate that you own the games and then proceed with your digital download.
Between the recent updates to WC3 and SC removing the CD requirement and now digital downloads for games you've purchased, Blizzard is moving towards and experimenting with digital distribution. It will be interesting to see if Blizzard moves towards Valve's sucessful Steam digital distribution platform - now that would be interesting. It will also be worth watching to see if Blizzard ties more of their other functions to this new account. Will password recovery or game records/characters be accessable from this account in the future? Definitely make sure that you check this out.
Source:
Blizzard's Online Store
Comments (33)

WWI 2008 Community Tournament Announced
Recently, Blizzard announced that a community tournament will take place at the WWI 2008.
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Originally Posted by Blizzard
At the 2008 Blizzard Entertainment Worldwide Invitational, all attendees will have the opportunity to witness some of the world’s top StarCraft, Warcraft 3 and World of Warcraft players compete in exciting matches. In addition to these professional gaming matches, community player tournaments will allow you to show your skills for fun and glory – and some amazing tournament prizes. Sign up to compete with other members of the community in Blizzard's upcoming StarCraft II tournaments and use your skills to come out on top! Compete in the StarCraft: Brood War qualifiers hosted by GosuGamers to win your spot in the StarCraft II finals! Check out the Community tournaments page for more information!
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So, for your chance to play StarCraft II with other Blizzard fans such as yourself, go to those links. Please ensure you are actually able to attend the WWI before you sign up, particularly considering the sold-out status of tickets.
You can bet that SC:L will be participating!
Source:
The Blizzard Entertainment World Wide Invitational 2008 Webpage
Comments (5)

Update: Karune explains the difference between the Overlord and its new evolution, the Overseer, in further detail:
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Originally Posted by Karune
1) The tier 1 Overlord is very slow and does not have detection, though still essential for scouting throughout the game.
2) They are two different abilities. In generating creep, the Overlord essentially unloads a bunch of creep straight to the ground below it, which expands. Corrupting minerals takes some time to fully cast, but it creates a non-attacking creature that takes over that resource, and needs to be killed before those minerals are able to be gathered. Furthermore, you can corrupt resources that are already being mined, introducing potential Overseer raids to slow the enemy's production.
3)Neither abilities require energy. Creep generation does not have a cooldown whereas corrupt minerals has a small cooldown timer.
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Many people have wondered whether the Roach's Regeneration ability is overpowered. To further explain the unit, Karune answered some questions:
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Originally Posted by Karune
The Roach at 90 hit points and 15 hp/sec regeneration excels at small number skirmishes, but at large encounters, they are not extremely hard to fight.
1vs1 a Roach will beat a Stalker. 5vs5 a Stalker group which focus fires and a little micromanagement can beat the Roaches with little to no losses.
Roaches are the best at countering units that attack a bit slower and do not do huge amounts of damage with a single attack, such as the Zealot.
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Originally Posted by Karune
For those who are also wondering, as Terrans, countering Roaches with Marines work pretty well, again assuming it is not 1vs1. Overall, Roaches are a unit that not only excel at smaller battles, but also forces your opponent to constantly micromanage a battle, especially while mixed in with other units, making it more difficult to macromanage your economy at the same time.
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In addition, Karune confronts some community criticisms about the creep's graphics:
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Originally Posted by Karune
With the settings set to 'High or Ultra,' there will be some amazing textures, with the Zerg creep being exceptionally notable.
The Art Team is constantly polishing the units, animations, buildings, maps, and textures.
Even after they've added the 'gritty' nature to the Terran buildings, they still have not finished. Since then, they've added additional animations to them, as well as Terran faction 'emblems' to them, and completely new Bunker art too.
As much as the gameplay is always being revised, so is the art. The Zerg of all 3 races probably still have the most art additions waiting to be made on it.
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StarCraft II is indeed shaping up to be a beautiful game.
Karune, Blizzard's Community Manager, released the 36th Q&A Batch today.
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Originally Posted by Karune
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Be sure to send your submissions through SC:L at ilovesc@sclegacy.com.
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Originally Posted by Karune
ScreenCraft: This batch's screenshot is to show the significant size increase of the Baneling since the original Protoss announcement gameplay trailer. The size increase is to allow the possibility of focus firing on incoming Banelings with additional micromanagement.
Feel free to discuss the evolution of the Baneling in our Monthly Discussion Topic at:
http://www.battle.net/forums/thread....neral-eu&t=463
Baneling Invasion
http://www.starcraft2.com/screenshot.xml?s=80
An army of Banelings invade a developing rival Zerg base.
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The graphics of the Baneling are really starting to shape up. Of course, while it is bigger, the textures also look much more crisp since the Baneling's debut, and the bloom effects are a nice touch as well. As always, everyone is welcome to discuss the Baneling on our discussion boards.
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Originally Posted by Karune
1. Do Protoss Immortals get killed when a Nuke explodes next to them(seeing as the Hardened Shield blocks all high profile attacks and that a Nuke is definitely a high profile attack)? (Battle.net) Eragon320
In term of units, the only units that will be able to survive a Nuke will be the Protoss Mothership and Immortals upgraded with Hardened Shields. An upgraded Immortal will take 10 damage from a Nuke. To all other units, the Nuke will do 800 damage, thus making it much more powerful than the Nuke in the original StarCraft.
2. How powerful is the Roach's regeneration ability? How much time is needed to regenerate from 1 to full hp? (sc2pod.com)
The Roach currently regenerates 15 hit points per second, allowing it to regenerate to full health in 6 seconds. In countering Roaches, a player must either micromanage the battle to make sure they are focus firing on each Roach one at a time, or they have to bring in high damage units such as Siege Tanks or Archons.
3. Are overseers any tougher than overlords? (Battle.net) Mestroyer
When an Overlord evolves into an Overseer, it will gain a speed bonus, passive detection, the ability to generate creep below it, and the ability to corrupt' resources to make it more difficult for opponents to gain access to them. Furthermore, when Overseers sit in the same spot, over time its visual range will increase (but not its detection range).
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The Roach is a very unique unit; its micromanagement will be replete with hit and run tactics. It will be interesting to see how professional gamers will take advantage of its regeneration ability. Presumably, there will be advantages to having Overlords instead of only Overseers, akin to the Gateway and the Warp Gate.
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Originally Posted by Karune
4. Is it worth it to build a Terran Reactor Add-on since the benefit of doubling your queue list is not that useful, as it is often a bad idea to have your queue full? (gamereplays.org)
Yes! The Terran Reactor doesn't just double the size of your queue list. For a mere 50 minerals and 50 gas cost for the Reactor, that Barracks, Factory, or Starport will have the ability to create two units simultaneously (assuming that unit doesn't require a tech lab add-on). Most of the time, building the Reactor will be worth it, rather than building a second Barracks, Factory, or Starport. Not only will you be able to build from a single building the production of two normal buildings, you will be able to salvage that Reactor if needed to get 100% of the cost back. Being able to salvage allows for quick tech shifts or evacuations.
5. Will there be different building textures resembling the actual terrain? (in Warcraft 2 the buildings were snowy on the winter maps) (starcraft2.hu)
This is something the art team would like to do, though it will ultimately come down to time. There's a lot of art work still left to do, such as their current task, which is putting the finishing touches on the Terran Marauder amongst several other units. On the Marauder, players will be able to see many intricate animations for both the weapons and their power suits.
6. Did the High Templar's Hallucination ability undergo any changes due to the introduction of new tough units, such as Thor or Colossus? (battle.net) Elsoron
The Hallucination ability did not undergo changes because of those new units, but it did get significant buffs since the original StarCraft. First off, hallucinated units still have the same hit points as the original unit, but take double damage. Furthermore, the duration the unit lasts for will be around 2-3 minutes, which will be significantly longer than the original StarCraft. On top of that, to hallucinate a unit only costs 40 energy, which is much cheaper than the original StarCraft's cost of 100 energy.
---End of Transmission---
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As an underused ability in StarCraft, Hallucination has seldom turned the tides of battles. However, in StarCraft II, it has been made alot easier to cast. Perhaps this change will provide incentive to use Hallucination over the other abilities at the High Templar's disposal.
Blizzard is very intent on making every single unit useful; both the Nuke and the Hallucination ability have been changed to increase their use during gameplay. Ultimately, every unit will have a niche and see use during most match ups.
Source:
Karune's StarCraft II Q&A Batch 36
Comments (87)
It's been ten years and if you read this site you're, already a StarCraft fan. Most of us are what could be described as "hardcore". In our ten year wait we've all come to believe we have mastered the game, learned its secrets, that we know what's best for the franchise. Sometimes it's hard to take a step back and remember that we are first and foremost fans. wyseguy, one of StarCraft: Legacy's official coders, has written our second guest editorial to remind us of just that. Hopefully, it will add some perspective to our wait and make us remember why we love the franchise and that - no matter what - StarCraft II deserves a chance.
This is the second StarCraft: Legacy guest editorial. Other guest articles will be presented perodically to add a different perspective to different StarCraft topics. StarCraft: Legacy presents proudly: "Managing the Wait". You can view the editorial here.
Source:
StarCraft: Legacy - Managing the Wait
Comments (34)

Today Blizzard has released "The Story So Far Part 2: The Brood War" on the official StarCraft II website. This synopsis of Brood War stays true to the original game, and contains several cinematics from the expansion. It clarifies a few things such as, Jim Raynor and Fenix were on Shakuras, instead of Aiur, when Kerrigan contacted them to help her destroy the UED.
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The Queen of Blades did not become complacent in the wake of her victory. She kept watch over the Swarm from her core hive on Char. The Brood War left her the dominant force in Koprulu sector. The initial explosive expansion of the zerg has been replaced with a foreboding silence for four years, but no scouting expeditions to Swarm-controlled worlds have lived to tell what they saw there.
Thus, outsiders can only speculate about what she has been doing--or what she has been seeking--these past four years. Many believe that the zerg are building their strength and engineering new organisms before going on the offensive again. Some contend that Kerrigan is staying her hand due to some small shred of humanity buried deep inside the creature she has become. Those who have encountered her savage fury know this to be merely wishful thinking.
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This feature is just a general summary of the universe, which is meant more for the new player rather than the hardcore StarCraft fan. It offers little that is relatively new although the summary does hint of the involvement of the Kel-Morian Combine and Umojan Protectorate, as well as the UED, which suggest they may play a part in the coming war.
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A FAR GREATER POWER
As Zeratul and his people left Char, they detected protoss power signatures on an uncharted moon nearby. Zeratul and several other protoss investigated and found that someone had been using gene splicing to create hybrids with mixed zerg and protoss DNA.
In at least one case, the attempt had proven successful. Staring the abomination in horror, Zeratul was surprised when a male terran suddenly uncloaked in front of the stasis cell. The terran introduced himself as Samir Duran.
Zeratul recognized the name and asked if Kerrigan had instigated the hybridization project. Duran denied the accusation and said that he served a far greater power. The zerg-protoss hybrid were the last step in a vast cycle that was approaching its end. Scattered on a thousand different worlds, the hybrid would presently awaken, and the universe would change forever. Deeply troubled, Zeratul and the other protoss returned to their ship and continued on their way to Shakuras.
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In addition, Blizzard has added three new pieces of artwork to the StarCraft II website.
The board is now set. We just have to wait for the pieces to start moving.
Source:
The Story So Far Part 2: The Brood War
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Update 2: The Mothership's Black Hole ability has been scrapped from multiplayer, but there is a chance that it will stay in single-player.
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Originally Posted by Karune
Abilities like the Black Hole have been removed from the Mothership in Multiplayer mode because of balance and unit design (to test a more 'support' oriented unit).
This does not mean the ability won't be seen in the Single Player Campaign or in the Map Editor.
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Does this mean that Blizzard has already incorporated the Black Hole mechanic into single player, and that it is too late to take it out?
Update: Karune has just confirmed that the Mothership's Time Bomb ability is back.
Karune, Blizzard's Community Manager, released the 35th Q&A batch today. The questions were not as informative as previous incarnations, however they still provided a new look at certain aspects of the current game build. This includes the current role of the Mothership and information on Baneling friendly-fire. Karune also mentions the "I <3 SC" event, which StarCraft: Legacy urges you to participate in, and the Story So Far Part 2: The Brood War, an analysis of which is forthcoming.
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Originally Posted by Karune
Despite seeing all three factions, there are still many changes being made to all factions which continue to finesse the gameplay of StarCraft II.
Furthermore, if you are reading this batch, and love StarCraft, show everyone! For the "I <3 SC" event, we've been getting tons of fun entries of StarCraft lovers in their classrooms, playing the game, posing at famous landmarks, and many unique digitally edited entries!
What does StarCraft mean to you?
Make sure you are represented in this wall of fans that will be engraved in Blizzard history. It is very simple to participate- Take a picture and join us!
http://blizzard.com/us/inblizz/contests/ilovesc/
For newcomers, if you want a quick rundown on the story leading into StarCraft II- we have it here in a nutshell:
http://www.starcraft2.com/features/storysofar.xml
http://www.starcraft2.com/features/storysofar2.xml
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The chat with the developers this week forcuses on new Zerg defence mechanics:
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Originally Posted by Karune
Chat with the Devs: The Dev team has been working hard to find the best defense mechanic that works for the Zerg. The latest builds have brought back Sunken and Spore Colonies, with a new twist. Sunken and Spore Colonies can now uproot and crawl to a more advantageous position. Incidentally, Protoss Phase Cannons no longer have the ability to change positions.
Giving the Zerg mobile defensive structures feels a lot more right as this ability opens up many more aggressive strategies in both Zerg mirrors as well as combined with Overlords generating creep to push these defenses up towards the front lines. Furthermore, there definitely is something about watching defenses crawling around that just seems very Zerg-like. Its worth noting that Zerg defenses while in mobile form have fewer hit points and are more vulnerable to attack.
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Overall this is just a switch of a mechanic from the Protoss to the Zerg defenses, with some important differences. For one, the Zerg have two different defensive structures with different roles (the spore and sunken colonies for ATA and ATG defense respectively). This means that moving defenses will no longer be a matter of having an instant counter to anything, all over your base - a deficiency in either type of structure will result in defeat. Thus the mobile defence mechanic is immediately severly weakened from a possible overpowered state, to a possibly underpowered one. As always, intricate testing will bring the answer to this question. Karune also mentioned that these defences, along with all other Zerg defences, are still built by the Queen. How these returning buildings operate with the new "screamer" defensive structure remains to be seen.
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Originally Posted by Karune
Gameplay Blog: Over the past few weeks Ive really been practicing up with the Terran faction, as it is probably the one that I am weakest at playing with. After getting beat about three or four times and finally getting my build order up to speed, I realized Terrans actually have a huge advantage in StarCraft II with being able to block off choke points to your base with ease.
Currently, on most maps a Terran player is able to block off their base entry point before the enemy is able to scout, making it nearly impossible for the enemy to find out what the Terran player is doing behind that wall. With only a few Marines and a couple SCVs, the Terran player can fend off most early attacks, especially since they usually also have a higher elevation sight advantage.
Three popular options amongst the staff playing at Blizzard include:
1) Tech straight to Banshees, which have a very powerful single target attack, and can be researched to cloak. This unit devastates if the opponent is not prepared with both anti- air units as well as detectors.
2) Tech straight to Reapers, which can jump up and down hills without a spotter, and get an added bonus damage versus light units. What this means is that the Reapers are able to quickly get in an enemys resource line to annihilate workers at an astounding rate, as well as get out before the enemy can react. This works great if you can scout/scan to see if their main base is defended well with static defenses. On top of that, did I forget to mention that they can drop mines that do significant damage towards buildings? Yes, that means with a handful of these guys, you can drop enough mines to take out whole Hatcheries/ Nexuses, or strategically use them to take out Pylons or tech buildings. After you drop the mines, jump back out of combat and let the mine cooldown reset for another round of raids.
3) If a Terran player bunkers up as mentioned above and no attacks are made by this player, one way an opponent may respond is to expand and build a stronger economy, as they do not feel threatened. In this case, a Terran player can simply build up a huge force of Marines and Marauders behind the wall without the opponent knowing, and then strike when their opponent drops their guard.
Luckily, the Dev Team is well on top of balance, as they have introduced new abilities such as the Nullifiers Anti Gravity ability to lift up buildings blocking choke points and Nydus Worms to bypass such defenses to keep those Terran players honest. Maps will likely have larger choke points in the future to offer a little more chance for opponents to get a Probe or Drone in early to scout early teching Terran players.
As always, feel free to give the Devs and I a w00t if you are enjoying the batches.
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The main point of importance here is that it is possible for Terrans to completely deny any early scout. This early scout is vital at the higher levels of play, with the best players able to predict the exact build and strategy of their opponent from its use. Some of the most exciting moments in professional StarCraft revolve around barely surviving probes, SCVs and drones snatching glimpses of early forges, expansions and "cheese" maneuvers before their life force is snuffed out. Without this early scout, most players would be severly weakened. Obviously Blizzard realises this, hence their decision to attempt to nullify this with larger choke points. Whether this decision will be enough to stop what is obviously a strong defensive force in the Terrans will, as always, be determined with further testing.
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Originally Posted by Karune
--- StarCraft II Q&A - Batch 35---
1. Do Banelings damage nearby friendly units when they explode onto an enemy target? ( www.starcraft2.com.au)
No, in the current build the Banelings do not damage friendly units caught in the splash. The splash damage does cover its area of effect range evenly, doing the same damage to enemy units throughout the whole area.
2. When a Nydus Worm is detected, is it possible to shoot it down while it is traveling? ( www.starcraftcz.com)
Yes, having detectors in strategic places will keep you from being surprised by an unexpected Nydus Worm showing up in your base.
3. Does the Nydus Worm, a ground unit, move through open space? (battle.net) pop.helo
Yes. We dont know how we are going to make this look yet. When we come up with a visual solution we are happy with we will show it to the community.
4. Can Zerg buildings be infested, and if so, what units are produced? (starcraft2forum.org)
Zerg buildings cannot be infested. It is planned that infested Protoss buildings will produce an infested Protoss unit that will play differently than the infested Marine.
5. Will be there such doodads like customizable light or shader? (battle.net) Dagguh
Yes.
6. The first screenshot listed in Karune's 33rd Q&A shows what looks like the Mothership's Black Hole ability. However, it was said that the Black Hole was removed. Does this mean the ability has returned in the current build? (Starcraft.org)
As mentioned before, the state of many of these units are always changing. In the current build, the Mothership has become more of a support unit with increased hit points and decreased speed. The Mothership now allows Protoss Gateways that have converted to Warp Gates to be able to warp units straight to the Mothership. The warp-in mechanic (which cannot be queued) has also been tweaked to allow Protoss players who use it to get a slight time decrease in unit production as opposed to queuing units traditionally at the Gateways. In other words, the cooldown timer on warp-in doesnt take as long as the build time for units at a Gateway.
Furthermore, the Mothership will also have the ability to transfer energy down to casters below it, such as Templars. Both the Time Bomb and Black Hole abilities have been removed
7. Will Phase Cannons be able to rematerialize on an allys Pylon Power, or an enemys Pylon Power for that matter? (sclegacy.com)
Phase Cannons are no longer able to move in the current build.
8. Is the Tauren Marine going to be included in the StarCraft II map editor? (battle.net) scorpionbrood
Yes.
--- End of Transmission---
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Only the Mothership data is of significant importance. This unit seems to have had a major rework every time it is mentioned. How long it can survive in such a fluctuant state could become a question, although it would be a highly iconic unit so it is easy to understand why Blizzard may be reluctant to cut it for good. Integrating a Warp-In hub with the Mothership seems a good idea, although it may reduce the effectiveness of Phase Prisms in direct combat. The removal of all offensive spells from the Mothership shows that it truly is becoming a support unit. From this, it may be safe to assume that it is still possible to have more than one of them, although Karune mentioned nothing. The ability to give energy to nearby units, essentially a trade-off: Mothership energy for templar or other spell casters energy. This could become a highly dangerous tactic, making Motherships primary targets for enemy anti-air attacks. Keeping the Mothership protected will prove to be a primary objective for all Protoss players.
Source:
3>3>... [Read More]
Comments (18)

Recently Karune announced the April topic for community discussion. I've been getting some great comments about the feedback we've been providing! This month's focus is on the Baneling - the new, unique, Zerg shock soldier.
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Originally Posted by Karune
Last month was all about the Zerg. For the first time members of the Community and the press had the privilege to test StarCraft II's third race. You could read a lot about the different units and buildings, see movies and screenshots, hear about the gameplay experiences. This month's discussion topic will be about one of the new Zerg units: The Baneling, the mutation of one of the most popular Zerg units, of the Zergling. The Baneling has undergone quite a few changes in the past couple of weeks and we'd like to hear your feedback!
Information on the new Baneling:
Now
* 190 damage per Baneling (40+150 to building)
* Increased splash range (100% damage taken throughout range)
* Can be well positioned to hit multiple buildings
* Larger & Movement Speed Slower (possible to defend with focus fire)
* Counters Zealots, Zerglings, base Marines (not upgraded) -More Narrow window of use
Before
* Fast and small- Unable to defend against (focus fire)
* Countered virtually all ground units
Questions for fans:
* How do you like the new Baneling?
* What possibilites do you see for using the Baneling, what strategies could be viable with the Baneling against the different races?
* What are the pros/cons for this new Baneling?
* Additional feedback you might have
Each StarCraft II fansite will be featuring different types of questions, so be sure to also visit those sites. All of this feedback will be compiled and sent to the dev team.
Were looking forward to seeing great discussions on the new Zerg Baneling!
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Tell us what you think and be sure to support your arguements as thoroughly as possible. In addition to the questions posed by Karune, tell us:
- What tier you think the Baneling should be (or is fine where it is)?
- Should the "new" Baneling be able to be upgraded into the "old" Baneling later by teching?
- Does the cost of the Baneling justify its use as a staple in the Zerg arsenal or is it more of a specialized assassin?
- Is the Baneling an appropriate mutation for the Zergling?
You can either reply to this post or to our official BlizzForums' Baneling Discussion thread.
Sources:
Official Battle.net StarCraft II Discussion Topic - The Baneling
BlizzForums' April Discussion Topic Thread - the Baneling
Comments (50)

Update: In addition to being entered into our drawing for the I <3 SC t-shirt everyone that sends a photo of themselves with one of the I <3 SC signs will also received an exclusive clue as to SC:L's project Alpha!
Karune recently raised the stakes in the "I <3 SC" photo contest. If SC:L can get at least 50 unique submissions not only will we receive an exclusive Q&A batch but we'll also be given a few "I <3 SC" t-shirts to give away in an upcoming SC:L contest! Awesome prizes for our site!
Be a part of the Legacy - Send your original photo (or photoshopped) submission to ilovesc@sclegacy.com and your photo will not only be featured on a special SC:L photo page but it will also get us closer to winning those prizes! Don't forget to send your nickname and your location along with your photo! With the thousands of visitors and members that we have we should have no problem reaching our goal! At least one randomly selected person who sends us a submission will win a t-shirt right away! The SC:L staff is already hard at work planning our submissions! The contest ends at the end of April, but don't delay, send us your submission ASAP!
Source:
SC:L's "I <3 SC" Announcement - For the Love of a Game - "I <3 SC"
Comments (13)

Karune, Blizzard Entertainment's Community Manager, released a Q&A announcement recently. The content of this batch focuses on the most recent announcements, such as: the Medivac Dropship, Zerg in general, and the inconsistency of the Roach. StarCraft: Legacy has had a question featured once again, this time about attacking heavily fortified positions (islands). Karune begins by mentioning the "I <3 SC" event:
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Originally Posted by Karune
So now that all three races are out of the bag, you may have thought you've seen it all- nope! The Dev Team is still working very hard to add even more innovation and clever balance affecting design changes that will indeed polish out the gameplay of StarCraft II that much more.
Also, if you haven't already, be a part of StarCraft history by participating in our "I <3 SC" event! Your picture will be added to a wall of StarCraft fans! It is fast and easy to join up! Info here: http://blizzard.com/us/inblizz/contests/ilovesc/
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The gameplay blog mentions some additions and changes to the current StarCraft II build.
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Originally Posted by Karune
Chat with the Devs: As of recent, the Dev Team has added a new ability to the Protoss Carrier that will give it a little more Umph! versus Zerg Corruptor attacks or Viking raids. In the past, the Carrier simply had a large swarm of Interceptor fighters which you had to build from scratch. Carriers now come built with 4 Interceptors already loaded (which is also the max number of Interceptors currently). They also have the new ability to have Escorts built for a temporary power boost to focus fire. Strike Fighter Escorts cost resources to build and last only 45 seconds, but add a decent amount of firepower to a Carriers attack. A Carrier can have a maximum of 4 Escorts. Escorts are given attack orders to focus-fire on whatever the Carrier is attacking and they can be destroyed independently of the Carrier or each other. The cost for these Escorts will be significant enough to where players will not want to just have the max number all of the time, as that would bleed your economy needlessly. Thus, players will have to pick and choose their battles in where they want the full force of the Protoss fleet present.
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This question is about static defense and air-based counters:
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Originally Posted by Karune
An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so? (sclegacy.com)
All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.
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The change to Carriers is an interesting one. The reduction in the number of Interceptors which can be produced means that each individual Interceptor will have to be more powerful if the new Carrier is going to stand up to it's old counterpart. The fact that these Interceptors are already available when the Carrier is purchased means that Carriers will see more use in real gameplay. This will affect the pro-scene in that Carrier attacks will not be hindered by a significant wait time for enough Interceptors. Additionally, defense against these attacks will be slightly easier as each individual Interceptor can be targeted, and, as had been said, this has more of an impact than in the original.
Recently, the ambiguity of the Infestor has caused some confusion:
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Originally Posted by Karune
The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)
Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.
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One day prior to the Irvine press event, the community was informed about the (apparent) demise of the Medic; this question requests additional information:
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Originally Posted by Karune
The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic? (starcraft2.4players.de)
The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.
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Blizzard Entertainment used the Korea, Irvine, China, and Taiwan press releases to "test" slightly modified builds of StarCraft II in public. The Roach has highlighted some of the frustrations of a fluent and reactive design process:
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Originally Posted by Karune
There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well? (starcraft2.4players.de)
The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.
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The Zerg release focuses on the concept of infestation. The Corruptor continues this trend:
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Originally Posted by Karune
Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity? (Battle.net) PCBANGFT
Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.
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Karune mentions of the fluidity by which Corrupters can be mixed with the Anti-Gravity ability. This shows that Blizzard is not only thinking about the balance between each race, but between pairs of races together. It also confirms that units which are corrupted are unmovable, and can only attack air, which had not been confirmed, but was suggested by the gameplay video.
The Colossus' attack changed to AoE recently. The final question draws an explanation from Karune:
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Originally Posted by Karune
What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)? (battle.net) Dagguh
The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesn't produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.
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Additionally, Karune has posted more material (outside of the Q&A) about the Carrier:
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Originally Posted by Karune
Building Interceptors can be toggled to 'auto-build' or be set to manual build. Like the original StarCraft, the Interceptors will cost resources to build (when you lose any from the original 4).
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This shows a further tendency towards the MBS and Auto-Mine UI improvements, resulting in less need for such an extent of micro-management. How this is taken by the community remains to be seen, although most seem to have accepted it as a sign of the times.
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Originally Posted by Karune
The escorts for the Protoss Carrier in its current state, hits both ground and air. Furthermore, they take about 1 second to warp in to battle alongside your Carrier after you make the order to summon them.
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The addition of buildable, temporary escorts will certainly have its strategic assets. This ability will be used frequently both because of its use as a unit that can hit air and ground, and because the time it takes to summon it so short. The exact damage output and ability to absorb fire of these escorts will determine how useful they are, and in which situations.
Source:
Karune's StarCraft II Q&A Batch 34
Comments (43)

Aaron " EdFishy" Harris, part of Project Revolution, has written an editorial inspired by the Tauren Marine. The humourus meld of the Warcraft and StarCraft universes has fueled his creative fire. He has produced an editorial from an in-character perspective. He focuses aggresively on the stylistic choices of StarCraft II from a graphical perspective, specifically regarding the recent Zerg releases.
This is the first StarCraft: Legacy guest editorial. Other guest articles will be presented perodically to add a different perspective to different StarCraft topics. StarCraft: Legacy presents proudly: "Zerg are from Zerus the Swarm is from Azeroth". You can view the editorial here.
IGN interviewed some senior employees from Blizzard Entertainment to celebrate StarCraft's ten year anniversary. This Q&A article is a balanced mixture of humour and analysis of StarCraft's success. The sense of nostalgia is captured by personal accounts of the StarCraft experience - from varying perspectives - inside Blizzard. Additionally, on page three, there is an interesting quote from Frank Pearce:
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Originally Posted by Frank Pearce
When we launched StarCraft and the reviews started coming in, most of the media, their biggest comment was, "Yeah, it seems fun, but it's not 3D." Right? And 10 years later, the game is still popular, it's sold almost 10 million units, and it's still only 2D, and no one cares anymore that it wasn't 3D. So I say that we learned that we shouldn't listen to the media, but what that really taught us is that our focus should be on a quality gameplay experience first.
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You can view the entire article here.
Sources:
StarCraft: Legacy - The Zerg Are From Zerus The Swarm Is From Azeroth
IGN - StarCraft 10th Anniversary Interview
Comments (37)
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