"[B]Karune[/B] has recently revealed alot of information regarding [I]StarCraft II[/I], perhaps as a substitute for a Q&A Batch.

Here, Karune discusses how the Reaper can be used in conjunction with the rest of the Terran infantry:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]Reapers can be used with your army of Marines and/or Marauders as well, as they do extra damage to light. The biggest challenge will be keeping them protected, as they don't have many hit points. If the player is able to do that, the Reapers tear through most light units including Zealots and Zerglings.[/COLOR][/QUOTE]

Karune then mentions that damage from Creep will not stack up or affect enemy Zerg buildings:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]No, creep damage does not currently stack. At the moment, creep does 3 damage per second to an enemy structure. The rate of damage is of course subject to further balance.[/COLOR][/QUOTE]
[QUOTE=Karune][COLOR=""DeepSkyBlue""]Creep will not do damage to enemy Zerg buildings.[/COLOR][/QUOTE]

Units under a Dark Swarm will not be affected by a Ghost's Snipe ability:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]Units under Dark Swarm do not take damage from Snipe in the current build of the game.[/COLOR][/QUOTE]

Karune then discusses the Swarm Guardian and its ability to create Broodlings upon attacking a target:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]The Swarm Guardian is similar to the original Guardian, acting as a flying long range siege unit. In addition, the attacks also spawn Broodlings upon hitting the target, which do additional damage to the enemy, lasting only a few seconds.[/COLOR][/QUOTE]
[QUOTE=Karune][COLOR=""DeepSkyBlue""]To clarify, the Guardian's attack does not add a DoT (Damage over time) on the targeted unit. The targeted unit will take damage from the attack and then two Broodlings will spawn adjacent to that targeted unit every time the Guardian attacks. Each Broodling acts as an independent unit, controllable, and killable. Over a few seconds, the Broodlings will die on their own. With just a few Swarm Guardians, you can create an army of Broodlings upon your enemy in mere seconds. Nonetheless, these Broodlings do little damage and have little hit points - but with enough, it will definitely force your enemy to retreat.[/COLOR][/QUOTE]

Broodlings still spawn when a Swarm Guardian attacks buildings:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]They spawn when you attack buildings as well.[/COLOR][/QUOTE]

Next, Karune discusses the turtling strategy in [I]StarCraft II[/I].  The Protoss Mothership also has a new ability similar to recall:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]Overall, 'turtling' is a bit harder in [I]StarCraft II[/I] since every race has new ways to keep them mobile. Terrans will likely have more Dropships than before, since they double up as medics. Zerg has the Nydus Worm, allowing whole armies to be transported to a set location. Lastly, Protoss has 'Warp-In' along with the newest version of the Mothership, which is slower, more hardy (in terms of hit points), and allows for the player to teleport a whole army to its location.

Nonetheless, looking at the three races, Terrans are still relatively the best for a 'turtling' strategy. In the current build, Terran Siege Tanks's AoE (Area of Effect) attack have 13 range (more than twice the range of a Marine) against ground units, and Thors' AoE attack have 10 range. Getting an army of both is quite expensive- though if you can build the momentum, it is quite difficult to stop this ranged combination.[/COLOR][/QUOTE]

Lastly, Karune clarifies the role of the Thor:
[QUOTE=Karune][COLOR=""DeepSkyBlue""]The Thor will primarily be an anti-air unit, but will also be able to attack ground units as well. The Thor will not be cost effective against air unless the enemy move in tight groups.[/COLOR][/QUOTE]

[B]Sources:[/B]
[URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1176204&tmp=1#post1176204""]Battle.net - The Reaper?[/URL]
[URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1176214&tmp=1#post1176214""]Battle.net - Does Creep Damage Stack?[/URL]
[URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1176285&tmp=1#post1176285""]Battle.net - Snipe and Dark Swarm?[/URL]
[URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1176307""]Battle.net - Guardians?[/URL]
[URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1176244""]Battle.net - Is Terran Turtling Going to Be as Powerful[/URL]"
Update: Karune has replied to this list of requirements with the following comment:
Many fan sites are mirroring an article published by a Spanish Magazine called Micromania. To clarify, all system specifications made in that article are only speculations and are not official system specification for StarCraft II at all.

Like all Blizzard games, we aim to have a vast majority of PC owners to be able to run StarCraft II, but there are no official optimal or minimum specifications for the game at this time.




The Spanish gaming magazine Micromania has an article on StarCraft II in their latest issue. In this article we are, for the first time, enlightened on the current system requirements.

Minumum Requirements
GFX: GeForce 7/8 Series or Radeon 1000/2000 with 256 MB RAM
CPU: Pentium 4
RAM: 1 GB
Internet: ADSL 1 Mbit

Recommended Requirements
GFX: GeForce 8000 or Radeon 2000 series with 512 MB RAM
CPU: Core 2 Duo or Athlon X2.
RAM: 2 GB
Internet: ADSL 3 Mbit

Optimal Requirements
GFX: Geforce 9000er or Radeon 3000er Series
CPU: Core 2 Duo 3 GHz or Athlon X2
RAM: 2GB with DualChannel mode


StarCraft II is at the moment in it's alpha phase, and it is possible that the system requirements could change before the release.


These requirements are vague at the moment, but that's expected at this point. They're also a bit higher than most of us foresaw, but they are very much in league with modern games.

Sources:
StarCraft II Source.de - Newspost
StarCraft II Source.de - Scan
1UP.com recently gained exclusive access to StarCraft 2Jeff 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!
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.
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?

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.
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.

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.
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.

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.
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.
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.

Top 5 StarCraft Opening Gambits




IGN has finally added StarCraft to their Videogame Hall of Fame. A spot which it so richly deserves.
Among the most important and well designed RTS projects of all time, the Zerg and Protoss are unstoppable.


Sources:
1UP - StarCraft II: A Week-Long Journey Into The Center of Blizzard's Real-Time Strategy Storm
IGN - Videogame Hall of Fame
"[color=red][b]Update:[/b][/color] [b]Karune[/b] has posted a bit more information about the apparent strength of the Roach:

[quote=Karune][color=""DeepSkyBlue""]Psi Storm hits both ground and air. Also, I wanted to add to question 1 that Roaches seem very strong with their regeneration, but with even a little bit of micro management, they are pretty easy to kill. In theory crafting, they seem much stronger than they actually are, though you must counter them with either very specific units or spend additional micromanagement time on them. Siege Tanks, Stim Packed Marines, Stalkers, Immortals, Dark Templars, Hydras, and any air to ground unit, are all effective at killing Roaches with a little micromanagement.[/color][/quote]

Blizzard definitely seems to have a special niche in mind for the Roach.  The list of units that can counter it include several core units in each factions military.  Hopefully this means players won't have to go out of their way just to defend against a Roach attack.

[img]http://sclegacy.com/images/uploaded/weekly/01/line.gif[/img]


[b]Karune[/b] is back this week with Q&A 38.  While still no new screenshots, he does answer a variety of questions, including one from SC:L.

[quote=Karune][color=""DeepSkyBlue""] We have a traditional Q&A Batch this time around, in which we were able to add in additional questions from the community! There are still several art changes which prevent new screenshots from being shown, but once we get them out, they will be worth the wait! The development team has also been experimenting with many upgrades for all sides, which we'll also be updating the community on as testing progresses.

---
[color=""white""][b]StarCraft II Q&A Batch 38[/b][/color]---

[color=""white""][b]1. If the Roach is hit by any spell like ""plague"" or ""psi storm,"" something that reduces hit points per second, will this be negated by its HP regeneration, or result in fewer hit points gained per second for the duration of the spell?[/b][/color] (sclegacy.com)

To clarify, a Roach regenerates at a set rate and Psi Storm does a set amount of damage at intervals in the area of effect. Put that Roach under a Psi Storm in the current build for the full duration and the Roach will have approximately 50% of its original health after the Psi Storm is over. With a new upgrade ability at the Hive which allows the Roach to have an even more increased regeneration rate, the Roach will emerge from a full duration of Psi Storm at approximately 80% of its original health.

[color=""white""][b]2. Will Starcraft 2's heroes showcase new models for each hero, or will SCII follow in SC:BW's footsteps, leaving heros as normal units with improved stats?[/b][/color] (starcraft.org)

StarCraft II Heroes will have unique models in game, which will be different than standard units.

[color=""white""][b]3. Will the ranking/experience system that Terran units used to have be available in the Map Editor as on option in Starcraft 2?[/b][/color] (starcraft.org)

We will try to have this feature in.

[color=""white""][b]4. Will it be possible to change (cancel, tie up, etc.) alliance during multiplayer game?[/b][/color] (starcraftcz.com)

Yes, players will be able to have all the original diplomacy features as the original StarCraft and possibly a few extras in regards to controlling units and spending ally resources.

[color=""white""][b]5. Will StarCraft 2 feature new map tile sets and will any from StarCraft be removed?[/b][/color] Reiko.Cry (wgtour.com)

Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set.

[color=""white""][b]6. What creature did the Zergling gain the inspiration to evolve into a Baneling from?[/b][/color] (starcraft2.com.au)

The idea of the Baneling didnt actually come from a certain creature. In actuality, it started from the need of something to fill the role of a ground-based, area-of-effect, suicide unit. To give added versatility to the Zergling, they had the Baneling evolve from the Zergling at tier 1 in current builds. For a suicide unit, the art team then took that idea and created a creature with huge sacs of volatile liquids, which you can see on the Banelings in StarCraft II screenshots.

[color=""white""][b]7. Can you provide more details on the Reaper's mine ability? How much damage does it do? Is it effective vs. both units and buildings? Is it detectable without stealth detection? What's the cooldown on it?[/b][/color] - Solesteeler (teamliquid.net)

The Reapers mines currently do 30 damage plus 30 additional damage to armored units (including buildings). These mines are not stealthed, have a 30 second cooldown period between uses, and are definitely small enough to make focus firing on them very difficult. In the current build, an upgrade is needed to allow the use of mines by Reapers.

[color=""white""][b]8. Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep?[/b][/color] Elsoron (battle.net)

Yes, they are able to move and plant themselves outside of the creeps boundary. Keep in mind that all Zerg buildings not in the boundaries of creep will slowly degenerate and eventually die. Creep which moves into an enemy base will also damage enemy buildings at a slow rate as well, allowing for new types of creep pushing strategies in StarCraft II.

[color=""white""][b]9. Will the Map Editor support letters from non-English alphabets (ó, q, Q, ú, á, é, etc.)?[/b][/color] (starcraft2.hu)

Yes, these characters will be supported.


---[color=""white""][b]End of Transmission[/b][/COLOR]---[/color][/quote]

It should be interesting to see how Blizzard balances the Roach in the end, especially since Psi Storm is traditionally the main shock weapon against the Zerg.

The addition of damage to creep while in contact with enemy buildings(presumably Terran and Protoss only) further helps define the Zerg.  It also opens up an potential 'attacking' method for the Overseer with its ability to drop creep.

Karune also had some clarifications about several of the questions:

[quote=Karune][color=""DeepSkyBlue""]
Sunkens and Spore Colonies will not expand the creep. Zerg players will be able to use both Overseers with their new special ability and Creep Tumors, which will expand Zerg creep significantly.

Terran and Protoss buildings will not be able to be built on Zerg Creep. Existing buildings will be able to be surrounded by Creep though.
[/color][/quote]

Looks like apart from the damage, creep will operate just like in StarCraft, preventing all but Zerg buildings.

[quote=Karune][color=""DeepSkyBlue""]Teams will be locked in ladder games.[/color][/quote]

This was expected, but nice to know for sure.

[quote=Karune][color=""DeepSkyBlue""] As additional clarification to question 2, StarCraft II Heroes will only be available in the Single Player Campaign and in user created maps. They will not be available in the default multiplayer version of the game.[/color][/quote]

Just a little bit of reassurance there against heroes in standard multiplayer, something many StarCraft fans would dislike.  Blizzard is indeed listening to their fans in creating StarCraft II.

[b]Source:[/b]
[url=http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1115114]Karune's StarCraft II Q&A Batch 38[/url]

StarCraft II Q&A Batch Archive - Batch 38 "

"[b]Karune[/b] has just posted his 37th SCII Q&A Batch. In it we learn quite a bit more about some very specific features.

[quote][COLOR=""DeepSkyBlue""][COLOR=""White""][b]Chat with Devs:[/b][/COLOR] 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
[b]w00t[/b] if you are enjoying the batches.

---[COLOR=""White""][b]StarCraft II Q&A Batch 37[/b][/COLOR]---

[COLOR=""white""][b]1. Can the Ghost snipe casting (energy based) units in the fog of war using its passive sensing ability?[/b][/COLOR] (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.

[COLOR=""white""][b]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?[/b][/COLOR] (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.


[COLOR=""white""][b]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?[/b][/COLOR] (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.

[COLOR=""white""][b]4. Do Anti-Gravitated Banelings keep their suicidal abilities and act as Scourge?[/b][/COLOR] (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.

[COLOR=""white""][b]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?[/b][/COLOR] - 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.

[COLOR=""white""][b]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?[/b][/COLOR] (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.


---[color=""white""][b]End of Transmission[/b][/COLOR]---[/color][/quote]

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:

[quote=Karune][COLOR=""DeepSkyBlue""]Yes, Spider Mines will do splash damage.

Mines for the Reapers will only be limited by their cooldown timer.
[/COLOR][/quote]

[quote=Karune][COLOR=""DeepSkyBlue""]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.[/COLOR][/quote]

[quote=Karune][COLOR=""DeepSkyBlue""]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.
[/COLOR][/quote]

Karune is also keeping us apprised of the state of the current build:

[quote=Karune][COLOR=""DeepSkyBlue""]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.[/COLOR][/quote]

[quote=Karune][COLOR=""DeepSkyBlue""]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.
[/COLOR][/quote]

[quote=Karune][COLOR=""DeepSkyBlue""]The Marauder's attack effects a single target and is not an area of effect attack.[/COLOR][/quote]

[quote=Karune][COLOR=""DeepSkyBlue""]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.[/COLOR][/quote]

It is good to see that units are no longer created with a set amount of mines, such as the Vulture in [I]StarCraft[/I], but are instead limited by time or energy, thus extending the unit's gameplay value.

[b]Source:[/b]
[url=http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=1107089]Karune's StarCraft II Q&A Batch 37[/url]"

StarCraft II Q&A Batch Archive - Batch 37


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