Written by ChaosSmurf |
Monday, 02 June 2008 23:00
News -
StarCraft II
Update:Karune has replied with some followups:
Something worth clarifying in these answers is that if a Nydus Worm is destroyed, the units that are loaded inside will not be destroyed. Think of each Nydus Worm as an opening in a system of tunnels created by the Nydus Worm. If you lose all openings to this tunnel system, you will then lose all units in that tunnel system. With multiple Nydus Worms, this opens up a lot of deadly strategies for Zerg, to virtually be in many different places very quickly.
Some players may open up multiple Nydus Worm holes in an enemy base in order to ensure they can get as many units out as fast as possible (since the Nydus Worms themselves have very little hitpoints). Other players may opt to open up a Nydus Worm on opposite sides of an opponent's base or between his main base and his expansion, to jump his army back and forth between the two openings with little transition time.
The more the merrier. Very Zergish.
Q u o t e:
When a nydus worm surfaces, and after releasing its troops, does it become a back and forth instant transport system similar to the nydus cannal in SC1? Or in other words, is it a 2 way road?[/INDENT]
It is a 2 way transport, allowing units to both move in and out.
Q u o t e:
After being deployed and releasing troops, is the nydus fixed forever in its spot, or can it move again?
The Nydus Worm can repack up and move again. To change the Nydus Worm from its stationary mode to mobile mode, there will be a delay, which will be subject to balance.
It seems like the Nydus Worm works like a mobile Nydus Canal from SC:BW. It's also worth noting it's similarities to the currently mobile Zerg defenses.
Source:Battle.net StarCraft II Forum Thread
Blizzard's Community Manager,
Karune,
recently answered an exclusive set of questions from
StarCraftCZ due to their success in gathering I <3 SC pictures. The questions are mostly Zerg centric, with a particularly in-depth question regarding Banelings, but also interesting information regarding Protoss heal mechanics and Ghost abilities.
1) How many units can Nydus Worm and Phase Prism transport (does it depend to number of units or population)? Is it possible to load Zerg defensive buildings to Nydus Worm? That means loading Sunken Colony to Nydus Worm, burrowing and getting into enemy Zerg base, unloading and taking roots in enemy creep.
The Nydus will be able to transport as many as can be selectable (which is currently 255). Phase Prisms will be able to transport the same amount of units as the transport from the original StarCraft. Zerg defensive buildings will not be able to be transported in a Nydus Worm.
The ability to move as large an army as is possible in one transport is an original concept. Most RTS's do not allow transport units to contain more than a small force for balance issues. Quite how Blizzard will manage to keep the ability to deposit an army anywhere on the map from becoming overpowered remains to be seen.
2) Does the terrain in the game affect damage which deal shooting units? E.g. shooting down of cliff, hiding behind the trees...
Terrain will not affect damage, but will affect line of sight. Without LOS (line of sight), you will not be able to fire back at enemy units with LOS on your units.
3) Can Baneling explode at command? (for the best using damage radius, for killing cloaked units) Does a killed Baneling explode? Can it be actived like a mine? (it'll automatically explode when enemy unit gets closer) How can (immobile) Baneling hurt air units while they're lifted up by Nullifier's Anti-Gravity ability?
Banelings will not be able to explode on command. They will only explode on contact with an enemy unit or by a unit killing it. If Banelings are lifted up by Anti-Gravity and an air unit kills the Baneling, it will do damage to air units- which will be highly effectively against light units such as Mutalisks.
The LOS issue is exactly the same mechanic as the original StarCraft. However, the Baneling information is quite detailed for a single question. Even with this information, it will still be easy to use Banelings as "landmines", unborrowing them in the middle of an enemy force and allowing them to shoot the banelings for self-inflicted explosive death.
4) How complicated will it be to destroy Nydus Worm while moving?
In the current build, Nydus Worms are able to be seen while traversing the terrain. You do not need a detector to be able to see it traveling.
5) Is there some method in SC2, how Protoss can replenish their HP or shields or will they have to wait? Will Shield Battery replenish shields for buildings?
The Protoss will not be able to replenish their hit points unless they have allied Medivac Dropships healing them.
6) Does the Drop-pod's falling hurt units/buildings in place of falling?
The Drop Pods ability has been removed from the Ghost in multiplayer.
7) Are Reapers, while flying, considered ground or air unit?
Reapers are still considered ground units when they are jumping up and down from cliffs.
8) How does the final mosaic of I <3 SC contest look like? When will we able to see it, how many pictures is it in sum? What are its proportions?
This will be out very soon. Keep checking the I <3 SC page for updates.
The gameplay answers in these questions are mostly basic. The continuing information relating to the difference between skirmish/multiplayer and, one would assume, the single player campaign is interesting. I would hope that these "dumped" mechanics will be implimented into certain missions to allow for an original experience from mission to mission. Also, feel free to check out the
StarCraft Legacy I <3 SC gallery while you wait for the official Blizzard mosaic.
The StarCraft Legacy set of exclusive questions for our own achievements during the I <3 SC will be available soon, so keep your eyes peeled and on us.
Source:StarCraftCZ Exclusive Q&A



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