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by Lipton, Level 54
Last updated at May 28, 2009, 4:59 pm
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The 5th Starcraft 2 fansite QA from SC2Armory.com1) Blizzard, how attached are you guys to the proton charge/mule extra macro-for-money system? I know nothing is set in stone at this point, but will these mechanics in all likelihood make it into the final game? - Voan
This is a mechanic that we would like to keep if possible. Because the game is not yet in beta phase, there may still be tweaks and changes to these mechanics, but we are looking forward to players trying it out themselves in beta. We will continue testing the macro mechanics internally and we really want to see how the players will adopt these mechanics into their gameplay.2) With missile barrage and Yamato cannon, Battlecruisers' can deal with most threats. My question is, how effectively can a Battlecruiser be countered? How well do Hydralisks, Void Rays, and Vikings work vs Missile barrage? - camelmeat
Hydralisks are easily the Zerg's most important ground unit against air, including Battlecruisers. Void rays can be a good Protoss counter for battlecruiser, with focused fire and increasing damage over time on its attack. In fighter mode, the Terran viking does +10 damage against massive units like the battlecruiser.
3) Brood War Mutalisk micromanagement is an important aspect of the Terran vs. Zerg match up. Blizzard has been reported to be trying to implement some form of the Mutalisk stacking bug. My question is, how well do Terrans deal with stacked Mutalisks now that Irradiate is no longer in the game, Medics are higher tier, and a single control group can consist of much more then the eleven Mutalisks currently in StarCraft: Brood War? - Ursus
The ghost's snipe shot, which deals 60 damage (and ignores armor) to biological units like the mutalisk, can be a good defensive ability. The Thor's anti-air attack also has +2 damage against Mutalisk's Light armor. Additionally, the nighthawk's hunter seeker missile gives splash damage, making it a great counter against mutalisk stacking, considering it does 150 damage. One missile can effectively 1-shot a whole stack of mutalisks if the zerg player does not try to dodge the missile. Even though players can group up many more than 12 mutalisks in a stack now, with abilities like the Hunter Seeker missile on the field, they may still want to think twice about it.4) When the Corrupters attack turns enemy flyers into "turrets" does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership? - Warchamp
Once they are corrupted, all corrupted units will do the same damage.
5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them? - 5c012ch3d
Yes, the parasited unit will have all upgrades / abilities.6) Goliath could benefit from the Charon Boosters in SC:BW, However the Goliath is now replaced by the Viking (air mode) as AtA unit. Is there still any range increase going to happen for the Viking, to extend it's missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)? - Scourge
There is currently no range upgrade for the viking. However, vikings can still move in and out combat by shifting modes. In regards to the unit's mobility, vikings will be much better than the original StarCraft's goliath due to its new transformation abilities.7) When we were told EMP was removed from the Ghost, it wasn't mentioned what, if any, spell/ability would replace it. Can you comment on the current spells and abilities of the Ghost? And is EMP still a possibility for the game, whether on the Ghost or any other unit? - Dillinger
The ghost has regained the EMP ability again and EMP now does 100 damage to shields and drains all energy from player's own and enemy units in the targeted area.
Can Blizzard give a well detailed explanation on how the new mechanic of the ability hallucination work. It was said that it can spawn 8 fake probes, how many then to other units? Zealots, stalkers, immortals, air units? Can it be used on allies (Zerg and Terrans)? -spartan198
By using 100 energy, you can spawn one of these sets: 2 zealots, 2 stalkers, 1 immortal, 2 high templars, 1 archon, 1 void ray, 1 phoenix, 1 warp prism, or 1 colossus. You can only spawn Protoss units.
Previous Starcraft 2 Fansite Question & Answer batches:
1. Teamliquid
2. Starfeeder
3. SC2Pod
4. SClegacy
5. SC2armory

6 comments
The Extremist May 29, 2009 at 5:22 am
+1 votes
Seriously, they actually put bug-like behaviour back in the game? The economy micro looks like it's just going to infuriate me and from Battle Report 2 the Hunter Seeker Missiles are just ridiculous. Can't run from them, can't hide from them, and now they shoot air as well!
For a game showing so much potential it's sad that there are so many things that could possibly ruin it for some of us.
For a game showing so much potential it's sad that there are so many things that could possibly ruin it for some of us.
mundy May 29, 2009 at 5:52 am
+2 votes
The Extremist said
Seriously, they actually put bug-like behaviour back in the game? The economy micro looks like it's just going to infuriate me and from Battle Report 2 the Hunter Seeker Missiles are just ridiculous. Can't run from them, can't hide from them, and now they shoot air as well!
For a game showing so much potential it's sad that there are so many things that could possibly ruin it for some of us.
For a game showing so much potential it's sad that there are so many things that could possibly ruin it for some of us.
Muta stacking is a viable strategy and is allowed in any major tournament. If they are intentionally keeping it in the game then calling it a "bug" or "bug-like" isn't really appropriate. There are just as many disadvantages to muta stacking then there are advantages, I'd hardly call it "game ruining".
The Extremist May 29, 2009 at 7:21 am
+1 votes
I understand the tourney players are basically calling the shots when it comes to these sorts of things. My problem is that muta stacking was unintentional behaviour that emerged from a bug in the original StarCraft. Now instead of fixing it "pro" players are clamouring for the behaviour caused by a bug to remain in the game.
The same thing happened with Counter Strike: Source. Instead of using the then amazing Source engine to improve an already fun game, Valve capitulated to the tournament/pro players and basically kept Counter Strike exactly the same, but for the improved graphics. The result? CS1.6 and not Source is still being played at WCG as the team-based shooter. I just don't want to see that happen to SC2.
The HSMs are slow, but from what I saw the Zerg player could do basically nothing to get away from them. You basically have to scatter your units and sacrifice one. In the case of mutalisks if you don't do that you could lose them all. Since muta stacking is the default behaviour when moving mutalisks (if memory serves), that adds a level of micro that non-pro/tourney players like myself really aren't interested in.
As you said, it was hardly game ruining the first time round. It was just something you learnt to play with or around but now they've actually gone and put the bug back in intentionally.
I realise I'm part of a minority group of fans, but minorities need a voice too
.
The same thing happened with Counter Strike: Source. Instead of using the then amazing Source engine to improve an already fun game, Valve capitulated to the tournament/pro players and basically kept Counter Strike exactly the same, but for the improved graphics. The result? CS1.6 and not Source is still being played at WCG as the team-based shooter. I just don't want to see that happen to SC2.
The HSMs are slow, but from what I saw the Zerg player could do basically nothing to get away from them. You basically have to scatter your units and sacrifice one. In the case of mutalisks if you don't do that you could lose them all. Since muta stacking is the default behaviour when moving mutalisks (if memory serves), that adds a level of micro that non-pro/tourney players like myself really aren't interested in.
As you said, it was hardly game ruining the first time round. It was just something you learnt to play with or around but now they've actually gone and put the bug back in intentionally.
I realise I'm part of a minority group of fans, but minorities need a voice too
PolygonreVue May 29, 2009 at 7:13 am
+1 votes
I feel that the Terran Hunter-Seeker Missile will be a crucial element that either make or brake the match-ups. I did watch and re-wind the latest battle report a couple of times, to see what the Zerg-player did in order to avoid being hit and why he largely failed. It seemed difficult to dodge the missile, but that might be due to dire lack of still among Blizzard's in-house players. If it is not counterable through adept micro, then it is a severe case of imbalance, which surely will be addressed.
Muta-stacking has become an integral part of Starcraft at an eSports-level, but it is only one out of many bugs within the game that has become recognised as legal features because they enhance the depth. Blizzard did not mean to make it so, but having seen how it has been used - they wish they had, and are now making sure it becomes a part of The Sequel. Also, it will probably be easier to perform.
Nice Q&A, whenever the ghost is mentioned I become all jiggy with excitement. It is, unrightly so, the most underused unit in the whole game, and it deserves a proper function. Tactical EMPs could be a phenomenally exciting thing to do, and Sniping is just like extra cheese on an already perfect day
Muta-stacking has become an integral part of Starcraft at an eSports-level, but it is only one out of many bugs within the game that has become recognised as legal features because they enhance the depth. Blizzard did not mean to make it so, but having seen how it has been used - they wish they had, and are now making sure it becomes a part of The Sequel. Also, it will probably be easier to perform.
Nice Q&A, whenever the ghost is mentioned I become all jiggy with excitement. It is, unrightly so, the most underused unit in the whole game, and it deserves a proper function. Tactical EMPs could be a phenomenally exciting thing to do, and Sniping is just like extra cheese on an already perfect day
The Extremist May 29, 2009 at 7:23 am
+1 votes
I don't recall muta stacking being that hard to do? Maybe my understanding of muta stacking isn't correct... You're referring to moving squads of mutalisks onto a single point after which they start floating apart?
PolygonreVue May 29, 2009 at 7:31 am
+1 votes
Technically, in order to make the mutas stay stacked whilst moving and attacking they must be grouped together with one overlord. As we all know, mutas naturally spread out unless you 'click them together' very frequently, but since overlords do not behave in the same way, selecting one together with mutalisks will make the the latter conform to the behaviour of the former. That, of course, is a bug. In battle, a player has to swap overlords in out of the mutalisk-group, so as to not lead OLs into the enemy. It definitely requires some practice to make this work seamlessly while you tear down probes and M&M, and is very micro-intensive and therefore close to impossible unless you are playing on LAN-latency. In SCII, I am sure that this mechanic will be much simplified.
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1) Blizzard, how attached are you guys to the proton charge/mule extra macro-for-money system? I know nothing is set in stone at this point, but will these mechanics in all likelihood make it into the final game? - Voan
2) With missile barrage and Yamato cannon, Battlecruisers' can deal with most threats. My question is, how effectively can a Battlecruiser be countered? How well do Hydralisks, Void Rays, and Vikings work vs Missile barrage? - camelmeat
3) Brood War Mutalisk micromanagement is an important aspect of the Terran vs. Zerg match up. Blizzard has been reported to be trying to implement some form of the Mutalisk stacking bug. My question is, how well do Terrans deal with stacked Mutalisks now that Irradiate is no longer in the game, Medics are higher tier, and a single control group can consist of much more then the eleven Mutalisks currently in StarCraft: Brood War? - Ursus
4) When the Corrupters attack turns enemy flyers into "turrets" does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership? - Warchamp
5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them? - 5c012ch3d
6) Goliath could benefit from the Charon Boosters in SC:BW, However the Goliath is now replaced by the Viking (air mode) as AtA unit. Is there still any range increase going to happen for the Viking, to extend it's missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)? - Scourge
7) When we were told EMP was removed from the Ghost, it wasn't mentioned what, if any, spell/ability would replace it. Can you comment on the current spells and abilities of the Ghost? And is EMP still a possibility for the game, whether on the Ghost or any other unit? - Dillinger

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