If you don't like the Q&A batches ask questions now for me to submit to Blizz!!@!@
You have, roughly, 18-19 hours
~LoA
11-02-2009, 11:20 PM
#1
If you don't like the Q&A batches ask questions now for me to submit to Blizz!!@!@
You have, roughly, 18-19 hours
~LoA
11-02-2009, 11:35 PM
#2
What is the status of the Roach? Has its burrow-move been removed in recent builds?
-Psi
>>You Must Construct Additional Pylons<<
11-02-2009, 11:55 PM
#3
What are Blizzard's thoughts on the Reaper vs Hellion thing? Oh wait, scrap that, they're just going to give a typical answer about how the Reaper is better than the Hellion at some things and vice versa.
I'd like to get a verifcation on whether a nuke now announces that it's being launched, or whether it's disguised as being an "attack" warning.
11-03-2009, 12:17 AM
#4
11-03-2009, 12:26 AM
#5
These are questions from Crota and I in discussion:
- Since EMP reveals passive cloaked units for 5 seconds, what does it do to burrowed units?
- Can dropships still pick up friendly units? Can it pick up tanks in an immobile mode such as tanks in Seige mode.
- What's the lore or reasoning behind the mothership being produced at the Nexus?
- Can you use anti-grav to pick up a friendly unit? (Pick up a immortal or high templar to prevent it from being killed by zerglings temporarily.)
- Is there an exact translation of build time to real time? (How much Build time = 1 second)
- How many hit points does a defensive matrix add to a battlecrusier (and is it effected by armor?)
- Do interceptors regenerate hit points and shields instantly when they return to the carrier?
This set of questions is the most important ones we feel. They are easy to answer at this time and would provide a LOT of good information for the community to discuss:
- What is the rate of: (If possible in terms of x per second or x per y seconds)
- repair of an scv?
- healing of a medivac?
- regeneration of zerg buildings?
- regeneration of zerg buildings when healed by queens? (Or is it instantaneous?
- regeneration of protoss shields?
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11-03-2009, 12:29 AM
#6
1: What programming language does GalaxyEdit/SC2 support? C++? C#? VB? Python? XML?
2A: What modeling program is supported? 3DS Max? Maya? XSI? Blender?
2B: Will said supported program get a plugin to assist with making models, if a plug-in is needed?
3: What is the maximum recommended polygon count? What about texture size?
4: Will there be any tools other than GalaxyEdit that will be made available to support modders? A modeler, skinner, etc.?
5: Will modders be able to make actual "mods," or simply a collection of custom maps? If the latter, how will that work out? Will you be able to release a 'set' of maps, like a campaign, or are they all individual?
6: Will modders be able to purchase the rights to the game engine if they wish to "go pro" and release a commercial product?
11-03-2009, 01:15 AM
#7
In the initial Protoss release, and in most of the information since, Protoss shields did not regenerate while the unit was considered "in-combat". However, Protoss shields would regenerate much faster than in SC1.
In BR4, a Probe's shields seemed to regenerate like in SC1: at a constant rate regardless of being "in-combat". This is different from in BR1. Was this removed? And if so, why?
They've already said that they're using a proprietary scripting language. And seriously, XML? That's not a programming language.1: What programming language does GalaxyEdit/SC2 support? C++? C#? VB? Python? XML?
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
11-03-2009, 01:55 AM
#8
Yes, it was removed. Check the news forum. As for why, who the hell knows.Was this removed? And if so, why?
11-03-2009, 02:53 AM
#9
1: didn't know they already answered that. anybody know what syntax it uses? and 2: You apparently have never modded a game in your life. XML is used in about 80% of all RTS games these days as their primary scripting and descriptive language, which counts as "programming" for the use of a mod.
11-03-2009, 03:17 AM
#10
How would you describe the main changes to the play style of each race compared to their Brood War counterparts?