Karune, Blizzard Entertainment's Community Manager, released the latest Q&A installment today. The gameplay blog focuses on a newly announced Terran unit, the Jackal, while the questions are mostly clarifications of the usage of Bunkers with unit abilities and how Null Void affects certain units: Gameplay Blog: This past week while playing a Terran versus Terran mirror game, I discovered a new unit option from the Factory. This new unit is known as the Jackal, which is a fast vehicle like the Vulture, but instead wields a rail gun, which does an area of effect damage in a straight line at ground units.
My opponent built the standard Marines & Medics (M&Ms) composition while I bunkered my choke point and teched straight to a Factory with a Reactor add on, which allows me to build two Jackals at one time from a single Factory.
After I built a group of 6 Jackals, I rolled onto the field with my Jackals broken up in two groups with 3 Jackals each. I engaged his M&Ms with my first group, having the Marines line up around my Jackals as they naturally do while firing. Quickly, I brought in my second group of Jackals along the side to flank the M&Ms and the line attack did the rest, killing up to 2-3 units with a single focus fire command. With a little micromanagement, I was able to decimate his whole group of 15 or so units, while only losing two Jackals. That battle gave me a significant military advantage, which eventual led to a relatively quick win.
As always, feel free to give the Devs and I a w00t if you are enjoying the batches, especially the new sections like the gameplay blog we've added.
---StarCraft II Q&A Batch 31---
1. How will Marines mount into a pod? Is this done via the barracks, or an entirely unannounced building, or Dropship-like airship yet to be revealed? (sc2armory.com)
Terran infantry currently load into the Shadow Ops building (prerequisite for the Ghost). A Ghost can then launch drop pods, which originate from that building.
2. Can a player order a Ghost in a Bunker to call Nukes and Drop Pods? baboonsy (Battle.net)
Yes, Terran infantry currently have all abilities except the SCV repair ability available for use while inside a bunker, including the use of Nukes and Drop Pods.
3. What spells are specifically affected by the Nullifiers ability? Will physical spells like the Marines Stim Pack, the Ghosts Nuke, or Reaper Mines be disabled? Also, will spells cast before entering the area (I.E. Ghosts cloak) be disabled upon entering the area? (www.starcraft2forum.org)
Only abilities which require energy usage will need be unable to be cast while in the Null Voids area of effect. Additionally, the Null Void ability will disengage cloak by units such as the Ghost. It also currently reveals burrowed Zerg units, but this is still being debated in terms of balance.
4. Last we heard, Veterancy was active for the Terran but we havent heard anything about it since and are quite curious is it still in the game? (starcraft-source.com)
Veterancy will likely be seen in the single player campaign, but will not be in the multiplayer game.
5. In StarCraft, some units had instant attack animations (Corsiar, Mutalisk, Vulture). This allowed people with good micro to make these units move and shoot. In contrast there were units that had an attack animation which required the unit to stop and shoot. This allowed people with good micro to dance (move, shoot, move shoot, maximizing the distance travelled without the unit losing any shooting time). In Warcraft III, units tended to have attack animations which took as long as the cooldown for the attack, making micro actions such as these non-existent.
Will units in StarCraft II have attack animations that last as long as the cooldown for their attack, similar to Warcraft III? or will players be able to dance (moving in between shooting) like in StarCraft? Also, will there be any units with instant attack animations that can be micromanaged to move and shoot like in StarCraft? -Fen / GenericTerranPlayer (teamliquid.net)
Balance will be the first priority when determining the animation duration for units. With that said, there will be certain units that players will be able to dance with, and there will be other units which will force the unit to stop and fire. Some units in StarCraft II will not only need to stop and fire, but will do additional damage to a target while it focuses. All of these characteristics which determine how a unit will be used in competitive play will be chosen based on balance.
6. When a unit is cloaked or burrowed, can the sensor tower still see the unit in the fog of war? DarkAlaskan (Battle.net)
Yes, the Sensor Tower will reveal all units in the fog of war, including cloaked and burrowed units. Sensor Towers are currently a staple to any Terran defense or offensive.
---End of Transmission---
It is interesting that in-line AoE effects, akin to the Lurker attack of StarCraft, are now a recurring theme in StarCraft II (with the Colossus recently confirmed to have the same sort of attack). Hopefully the Jackal will be a worthwhile replacement for the Vulture. In response to the Ghost's ability to nuke from inside a Bunker, Karune said the following: Honestly, this is completely up to balance, and of course if it proves too difficult to prevent or avoid, I'm pretty sure it will be changed.
Furthermore, the red dot that Ghosts project when launching a Nuke at the moment, is somewhat easily avoided. Karune also divulged more details about the Jackal: The Jackal does not currently hit air, but be assured that Terrans will have their counters to air. At the moment, they are still figuring out what unit best fits that role (such as the Thor).
The Jackal's attack is instant, whereas the original StarCraft Lurker had an attack that would go outwards from the location of the Lurker, which allowed a player to potentially dodge the attack even if you were originally standing in its line of attack.
They currently need to stop and fire. But if your opponent's units are in the line of attack of a Jackal when it attacks, they will surely take damage, whereas if it were a Lurker (from StarCraft), they would still have about half a second to react and possibly dodge that attack. Also, the Terrans' AoE attacks are being balanced out more: The Banshee now has a single target attack. It will still be able to cloak and is still only able to hit ground targets.
It is true that Terran does have various area of effect attacks now, though most of them all require micromanagement.
Source: Karune's StarCraft II Q&A Batch 31
StarCraft II Q&A Batch Archive - Batch 31
 With rumors of the Zerg invading our universe once again this March, we recently received an unexpected leak - the Ultralisk. What was once vaguely designed after an elephant is
"In conjunction with our monthly discussion topic, Karune has released another batch from the Map Maker Series. Going along with out monthly discussion topic about map making requests, we've sought to get more answers to help direct these upcoming discussions.
Chat with Devs: Brett Woods is back with us to answer our community map making questions. We cant stress enough that StarCraft II is going to have immense potential in the UMS (User Map Settings) area, where we hope to seriously empower the community with the tools you need, to create some awesome gaming additions to StarCraft II.
As always, feel free to give the Devs and I a w00t if you are enjoying these batches!
---StarCraft II Q&A Batch 30: Map Maker Series 3---
1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile?
This should be possible through customized ability data and/or triggers.
2) Will we have selectable male/female of every unit?
No, we don't have plans to include male and female versions of each unit.
3) Will we have the option to give players the option to change weapons in-game?
While we don't have any plans for a specialized interface for this, it would be possible using the highly flexible ability system.
4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns?
Yes, we do plan to support multiplayer campaigns and linked maps.
5) Will all buildings stand alone and also can we have the ability to disable tech trees?
The tech tree will be fully configurable through customized data and/or triggers.
6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory?
Yes, the tech tree and upgrade system will be fully configurable from the editor.
7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location?
Yes, there will be extensive AI scripting support.
8) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location?
Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers.
---End of Transmission--- In the effort to satisfy the community demand, the editor is evolving from it's Wc3 form. The ability editor, for example, has already been improved upon. With the community having these powerful tools at their fingertips, user-created maps will be formidable indeed. To build on Blizzard's question, StarCraft Legacy has thought of its own:
[QUOTE=StarCraft Legacy]1. What are some ways in which the Havok physics engine could be taken advantage of in custom games, in regard to both cinematic use and gameplay (ability) implementation?
2. What are some other unit-specific weapon or armor mechanics that you would like to see that would allow for more diversity within the modding community? Existing examples include the Colossus's (past) ability to attack without stopping and hit units in the way of its attack, the Warp Ray's ability to do increased damage as it attacks the enemy for longer periods of time, and the Immortal's ability to take a maximum of 10 damage per hit after an upgrade to its shields. Be creative!
3. What are some ways in which Blizzard could improve upon Warcraft III's day and night cycle for the benefit of custom games? Think units, abilities, buildings, upgrades, and even game mechanics.
4. What are some ways in which WorldEdit (and so ScumEdit by extension) could be made more user-friendly and less cumbersome for newbies?[/QUOTE]
Feel free to post your thoughts. If you have any suggestions, please take part in the [URL=""http://blizzforums.com/showthread.php?t=15572""]February/March Discussion Topic[/URL]."
[B]Source:[/B] [URL=""http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=493471&P=1""]Karune's StarCraft II Q&A Batch 30[/URL] StarCraft II Q&A Batch Archive - Batch 30
"[COLOR=""Red""][B]Update:[/B][/COLOR] [B]Karune[/B] has confirmed the Zerg Ultralisk: [QUOTE=Karune][COLOR=""DeepSkyBlue""] Nice find ;) This IS the new Zerg Ultralisk and you will be learning more and seeing more of it relatively soon. Also, the purple coloring shown on the Ultralisk's back are team colors and will change accordingly.[/COLOR][/QUOTE]
Keep in mind as well that this Ultralisk is far from final: [QUOTE=Karune][COLOR=""DeepSkyBlue""]Also, I wanted to add that this is not the final version of the Ultralisk, as there is more visual work that has already been done on it, as well as new gameplay features we are testing on it.[/COLOR][/QUOTE]-----------
At GDC 2008, [B]Rob Pardo[/B] discussed slides which showed some [B]StarCraft II [/B]visualization examples. On one of these slides was an image of the Ultralisk. This new version is a very colossal unit with [I]four[/I] scythes. One can see its apparent size compared next to the Zergling in the shot with it. The StarCraft II development team seems to be taking the Ultralisk to a whole new massive level with the extra scythes and size! [CENTER] [IMG]http://i71.photobucket.com/albums/i141/DarkPhantom02/ultralisk.jpg[/IMG][/CENTER]
Perhaps this Ultralisk is an allusion to the updates yet to come.
This next picture shows the Zerg unit-interface with the Zergling portrait. [CENTER] [IMG]http://i71.photobucket.com/albums/i141/DarkPhantom02/zergmenu.jpg[/IMG] [/CENTER] [B]Sources:[/B] [url=http://www.starcraft-hispano.com/]Starcraft-Esp.com[/url] [url=http://www.wowinsider.com/photos/gdc08-blizzards-approach-to-mmos/]WoW Insider Photos of GDC '08[/url] [URL=""http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=572638&s=blizzard&tmp=1#blizzard""]Battle.net - Ultralisk Confirmed[/URL] [URL=""http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=572638&P=6""]Battle.net - Ultralisk Is a Work in Progress[/URL]"
"In light of the recent Q&A Batches (18 and 22), Karune has released information on the status of the map making features in [B]StarCraft II[/B]. For the next two months, the conversation and critique will continue.
[QUOTE][COLOR=""DeepSkyBlue""]Over the years we have enjoyed watching our community show their creativity and create amazing maps and mods to our games. With StarCraft II we would like to encourage you to keep up the awesome work, so wed like to give you a tool, you will enjoy working with. We have already answered questions in our Q&A but now it is your turn to tell us what your ideal StarCraft II Editor would look like!
If you have a StarCraft II fan site and would like to participate, please email me at [email]
This email address is being protected from spambots. You need JavaScript enabled to view it.
[/email].
[B]Map Making Questions for Fans[/B]:
- What features would you like to see in the StarCraft II Editor? - How can we support the map making community more? - How would you like to see the custom maps and mods handled in the future?
- Additional feedback you might have
You can also check out our past Q&A: Map Makers Series to get an idea of where we want to go with the StarCraft II Editor: StarCraft II Q&A - Batch 18: Map Maker Series StarCraft II Q&A Batch 22: Map Maker Series [url]http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=15[/url]
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.[/COLOR][/QUOTE]
This topic is sure to give out some very intriguing and interesting ideas as to what to include in the SCII Map Editor. Something else that seems to be included is the highly discussed topic of modding. Don't forget this: Blizzard is making this game for you, so let them know what you think!
As always, all answers will be reviewed by our staff and the best submitted to Blizzard.
[B]Source:[/B] [url=http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=476819&P=1]Battle.net - February/March Discussion Topic: Map Making[/url]"
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