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by Lipton, Level 54
Last updated at May 16, 2008, 5:06 pm
Starcraft 2 Q A


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.


StarCraft II Q&A Batch 38



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? (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.



The Roach is IMBA when it was first announced, and still is… although the game is still in Alpha this unit hasn’t been put into the sandbox yet and this puzzles me. A handful of these thrown into the right places can decimate almost anything. A Zealot can’t kill it 1 on 1 and now they come out of Psi Storm unscathed.





2. Will Starcraft 2's heroes showcase new models for each hero, or will SCII follow in SC:BW's footsteps, leaving heroes as normal units with improved stats? (starcraft.org)

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


Karune in another forum post reminds us that Heroes are not usable in multiplayer as in Warcraft III.





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

Terran Chevrons


We will try to have this feature in.


For those that don’t know, in the early Terran screenshots, the Terran units appeared in battle with Chevrons over certain units. Similar to Command & Conquer games, this feature hasn’t been seen in recent Terran screenshots.





4. Will it be possible to change (cancel, tie up, etc.) alliance during multiplayer game? (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.


In the original you could not share resources.






5. Will StarCraft 2 feature new map tile sets and will any from StarCraft be removed? 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.


As expected...




6. What creature did the Zergling gain the inspiration to evolve into a Baneling from? (starcraft2.com.au)

The idea of the Baneling didn’t 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.


Interesting, I do not believe however that Baneling upgrades will still be avialiable at tier 1 as that is obviously IMBA. Perhaps this is testing their effectiveness to shut down low numbers of tier 1 units and buildings.





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? - 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.


I’m starting to like Reapers more and more, when they first introduced the mines it was a concern that it would be hard to balance. At 30 damage a piece 1 won’t kill 1 worker so mine attacks will need additional micro to effectively carry out.




8. Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep? Elsoron (battle.net)
sunken colony


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 ofcreep pushing strategies in StarCraft II.


This sounds pretty damn cool and off all the new screenshots and videos that come out in the following months, I want to see some of this new Zerg feature. Note that Karune further says in the Bnet forums that Sunken and Spore colonies do not extend Creep. Only the Overseer(morphed into from the Overlord) and Creep Tumors can spread Creep.





9. Will the Map Editor support letters from non-English alphabets (ó, ű, Å‘, ú, á, é, etc.)? (starcraft2.hu)

Yes, these characters will be supported.





Related Post



The Karune Q&A Batches compendium




As expected…



So far this has been an interesting batch, even without the weekly screenshots.

I still hate the Roach, still wish the Medic was back not the Medivac, but loving the new moving Sunkens ;\


Post on the Bnet forums:



Side Note: Shadowie of sc2pod.com (great site to keep up with Starcraft 2 related RSS feeds) created a formula to figure out the damage that Psi-storm does, base off the damage it now deals the 90 hp Roach.


Code:
The Roach has 90 hp and regenerates 15hp/s, probably with a better resolution than that (like 1.5hp/100ms) so our calculation should be fairly accurate.

Let's assume the Psi Storm does damage once a second over 4 seconds. Karune told us that after a Psi Storm the roach is at approximately 50%, I'd say that means 36-54 hp left. I'm not saying the Psi Storm does random damage, just that the hp left is somewhere between 40%-60% but we can't be sure since Karune said approximately 50%.

Let's go with the low hp first, if the roach didn't regenerate at all it would have taken (90-36)/4 = 13,5 dmg/s. But since it regenerates 15hp/s the Psi Storm damage is 13,5+15 = 28,5 dmg/s.
28,5*4 = 114 total damage.

Same calculation with the other estimate: (((90-54)/4)+15)*4 = 96 total damage.


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