Topic: Karunes SC2 Q&A up to Batch 28 (2/5)

Anytime that thread is updated with more information ill just re bump this shit.

Nothing that important but it's still good to know how things are coming a long.

http://www.battle.net/forums/thread.aspx?ForumName=sc-general&ThreadID=192812
Questions answered by blizzard employee Karune

1) Will players be able to select multiple buildings simultaneously?

We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production.

2) Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?

Of course.

3) Will we be able to select more than 12 units at the same time?

Currently, unit selection is unlimited, but this may change with further development and testing.

4) On a given map, will there be one Mothership per map or one Mothership unit per Protoss player allowed?

We are still testing out many possible circumstances in order to make skirmishes more fun and challenging. At this time, each Protoss player will be able to have only one Mothership at a given time, but as mentioned, everything is still subject to change.


New information posted on 6/25


http://www.battle.net/forums/thread.aspx?fn=sc-general&t=195417&p=1&#post195417

1)What is the role of heroes in StarCraft II? Will they be the same as in StarCraft?

StarCraft II campaign heroes will fulfill roles similar to what appeared in the original StarCraft single player experience, but they will have even more unique abilities from standard units, and will be more innovatively integrated into the story campaign. Heroes will not be buildable in multiplayer.

2)What is the max unit count population for each faction?

Unit population count for each faction will be very similar to the original StarCraft.

3)Will there be an in-game option to change hotkeys around?

Currently it is planned to have this feature, though much testing has yet to be done on it. We are looking into several innovative ways to make the UI customizable to players, to allow flexibility in their style of game play.


4)Is Karunes Battle.net Forum Avatar a Protoss High Templar?

Yes it is.

5)Will the Robotics Facility have a similar upgrade to the Warp Gate allowing it to warp units in?

There are no plans for this at the moment. Currently Warping technology is limited to the Warp Gate. Of course, we are still testing and balancing this, and nothing is set in stone.


New information posted on 6/29


http://www.battle.net/forums/thread.aspx?fn=sc-general&t=196529&p=1&#post196529

1)Are the yellow minerals shown in the trailers harvestable?

Yes, they will be a harvestable high yield resource, meaning each harvest rotation will result in greater mineral quantities than the standard blue minerals. This gives players more strategic choices when trying to evaluate where they wish to expand. Expand to the high yield but risk easier discovery? Or expand to a safer area but earn fewer resources?

2)Will resource sharing be allowed between allies?

Yes, it is our plan to have this in the game, though there is still much testing and balancing revolving around this ability.

3)Will allied chat be enabled by default for pre-set teams?

Yes.

4)Is the Zealot charge ability an upgrade as well?

Yes, this ability is upgraded through the Protoss War Shrine.

5)What types of future community updates will there be?

Starcraft2.com will be updated with regular unit and building profiles. Furthermore, there are several projects in the works planned for the Blizzards RTS Community as a whole, which we will share at a later time.


New information posted on 7/6

http://www.battle.net/forums/thread.aspx?fn=sc-general&t=199664&p=1&#post199664

1) Will you be increasing the max players beyond 8?

We are exploring this possibility, though currently it is defaulted to 8 max players.

2) If you have multiple casters selected when you cast a spell, will they all cast it or only one? (ex. will 8 ghosts all use lockdown on a unit or only one?)

Currently, unit abilities are set as smart casting, meaning when you have a group of casters selected, each time you wish to cast a spell, you will either have to click the icon or press the hot key and follow it with a click on the designated place on the map for it to cast. This will obviously prevent locking down a single unit with more than one ghost, though we are also still exploring possibilities to have different methods of casting for casters in which players would want to have multiple casts executed in a single command.

3) Will building placement still be grid based?

Building placement will be grid based.

4) What races will be playable at BlizzCon?

This will be revealed at BlizzCon! See ya there!

5) Why do marines have shields now?

The shields seen on marines in screenshots and videos are an upgrade that can be purchased through research, increasing the marines' overall hit points.

New information posted on 7/18

http://www.battle.net/forums/thread.aspx?fn=sc-general&t=209428&p=1&#post209428

1) Are Photon and Phase Cannons 2 different buildings?

The Phase Cannon is the new version of the StarCraft Photon Cannon. There will not be a Photon Cannon in StarCraft II.

2) Will carriers (Tempest) produce more than one drone type?

Not at this time.

3) Fans noticed in your art video that thye Colossus ground unit was under fire from missile turrets. Is this due to the Colossus's exceptionally high attack profile (tall stature) or a ground-to-ground attack feature/option for the turrets?

Because of the Colossus's height, it will be susceptible to Anti Air defenses like the Terran Missile Turrets, as well as both ground and air attacks. It is possible for the Colossus to be hit by ground and air attacks at the same time.

4) Will there be critters units and can they attack?

There will be critters, but they wont attack. If they did they would be creeps.

5) Will holding the Alt button show unit/building hit points overhead as they did in Warcraft 3?

Yes, when holding the Alt button, all health bars of buildings and units on the screen will be displayed. This is an excellent way to quickly assess which units are healthy and which units are damaged.


New information posted on 7/23



http://www.battle.net/forums/thread.aspx?fn=sc-general&t=214040&p=1&#post214040

Many on the forums have asked, if their feedback is being used. From question 1, you can see they definitely have. Your voice does matter, so keep up the constructive feedback, as we are indeed reading. Be sure to follow up on the BlizzCon news August 3-4, as there will be lots of StarCraft II news!

Again, give devs and me a w00t! if you are enjoying these Q&As!

--Karune Briefing--
---StarCraft II Q&A Batch 7---

1) Will the look of the siege tank be changed for the final version?

In response to much fan feedback, the siege tank has indeed been redesigned, with a much more powerful look to it. This visually redesigned siege tank will be shown at BlizzCon 2007.

2) Will there be a ctrl-a key stroke to select all your units on screen?

Not at this moment, but the hot keys have not been finalized yet for StarCraft II.

3) Will we get to hear the return of some of the original melodic themes from SC1 (like the Terran themes), or will the music for StarCraft II be completely new?

There will mostly be new epic theme songs with similarities to the original faction music. Music is still definitely in the works, thus we will not rule out a reprise of one of the original songs.

4) Will the High Templar still be able to create hallucinations?

In the current version of StarCraft II, the Hallucination ability will be back, but not as a High Templar ability, but rather a Star Relic ability.

5) When will you release a StarCraft II Fan Site kit?

The Fan Site Kit will be released around BlizzCon.

Karune, I still haven't had MY question answered:

    The protoss structure that looks like a very tall pylon. In the gameplay video, it is during when the Terran Reapers are running and before they talk about warp-in. Please Answer mine. What is that structure?



It is currently the Dark Obelisk, a building needed to build Dark Templars. Again, this is subject to change still.

So does that mean the templar archives are gone or are thy HT and DT just going to require 2 different buildings?



They currently need separate buildings, but again, building pre-requisites fall under balance, and there is still much balance testing going on. All is subject to change.

New information posted on 8/1

http://www.battle.net/forums/thread.aspx?fn=sc-general&t=219958&p=1&#post219958

1) Will there be upkeep in StarCraft II?

No, there will not be.

2) What will be the highest number of upgrades for the shields, armor or weapons?

Currently, the highest number of upgrades per weapon/armor/shield type will be 3, which is the same as the original StarCraft. The values of each upgrade will be determined through much balance testing.

3) Will the StarCraft II Editor be easy or hard to use?

Blizzard game editors have always been aimed at empowering the community to create a huge variety of fun game modes and maps. This editor will be no different.

The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games. Furthermore, this editor will have many more scripting options available to players, to allow for even more player creativity in their maps beyond that seen in prior RTS titles such as Warcraft III.

4) Will the Zealot charge ability cause more damage on the initial attack than on all other attacks?

No, the Zealot charge will close the distance between the Zealot and its target, which will be a significant advantage in many situations, compared to a Zealot without the upgrade, but will not actually give it more attack power or an initial stronger attack.

5) When selecting the Phase Prisms I noticed they have a 3rd, yellow meter below their shields and health. Is this meant to represent mana or storage capacity (warp-in capacity)?

This bar represents the Phase Prisms storage capacity, as it also serves as an aerial transport unit.

New information posted on 8/9

http://www.battle.net/forums/thread.aspx?fn=sc-general&t=243230&p=1&#post243230

1) In the gameplay video the UI is toggled on/off several times. Will that be an option in-game?

Currently, the UI will only toggle off during game cinematics. There are currently no plans to implement this for single-player or multiplayer as it would give some players an advantage over others.

2) Will the Twilight Archon have abilities?

Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final.

3) Can Protoss Units be attacked during the Warp-In process?

Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit.

4) Will there be some old units from StarCraft be included in the Map Editor for StarCraft II?

There will be units included in the Map Editor which will not be in the standard multiplayer skirmish mode. These will include various units from the original StarCraft, such as the Protoss Dragoon.

5) Will different races have different max-squad caps?

Currently all 3 races will have the same maximum population cap at 200.

6) Can the Planetary Fortress lift off?

Once the Command Center has been upgraded to be a Planetary Fortress, it can no longer lift off. Furthermore, the Planetary Fortress cannot be changed back into a normal Command Center with lift off capabilities.

New information posted on 11/13

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=86394&p=1&#post86394

hat with Devs: Since the Terran Ghost has an upgradable EMP ability, the Terran Nomad's has been given the ability to create stationary defenses in addition to its Defense Matrix ability. One of the new stationary defenses is the Auto-Turret, which can attack ground units, and this unit be seen on this screenshot:
http://www.gamemeca.com/news/img_data/200711/STAR-1.jpg

We are hoping the Nomad's new abilities will innovate its role, in addition to being a detector.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A - Batch 21---

1. Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III?

At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game.

2. Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function?

These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous RTS titles, as well as other titles in the market.

3. Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft?

The StarCraft II storyline will continue 4 years after the events of Brood War.

4. It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse?

We would also like the mouse to be viewable in saved replays, however, it may be more likely that we'll have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay.

5. When grouping units to a control group, how many units could be added to one group?

Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.


6. Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?

In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.

New information posted on 11/22

http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=228&p=1&#post228

StarCraft II Q&A - Batch 22: Map Maker Series

Today we will continue the series we had started a couple of weeks ago. Dustin Browder and Brett Wood, Senior Software Engineer will answer questions from the Map Making Community. If you have questions concerning custom made maps and mods, wed like to invite you to ask them in this thread so they can be included in part 3 of the series. smile

Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.

1) Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?
[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable.
[Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

2) Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units?
[Dustin Browder] Yes, all of these features will be supported.

3) Will maps be larger than 256x256?
[Brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that.

4) Will the new map editor support locking maps? People hate losing credit for a map.
[Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.

5) Will the new map editor support "square" terrain building as well?
[Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.

New information posted on 12/6

It has been an exciting week of business related headlines about the new company 'Activision Blizzard.' Many have asked me about how this would affect products like StarCraft II, and the answer is that it won't. We still have our extremely talented development team on this task, working exactly like they have been over the past years. Furthermore, StarCraft II will still be branded as Blizzard Entertainment, meaning you will not see Activision Blizzard logos on the product or introduction. StarCraft II is still set to rock the PC gaming stage!

If you have more questions about the proposed merger, please visit our FAQ at:
http://blizzard.com/press/activision-faq.shtml

Chat with Devs: After my chat with Dustin this past week, he wanted me to remind everyone that there are still several new units being created and tested for all three factions. What you have seen of the Protoss and Terran factions are in no way finished and more new units will be introduced, as well as the likeliness of current units being replaced.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A - Batch 23---

1. Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu)

There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II's single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft.

2. Is the ghost unit going to be able to use the EMP Shockwave and -within short time interval- the Nuclear Strike as well? (starcraft2.4players.de)

Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points.

3. Will the Ghost's EMP affect building shields and energy? (www.TheWarCenter.net)

Yes, the Ghosts EMP ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its EMP ability due to balance.

4. Will there be some sort of wall structure in StarCraft, for any of the races? (www.vilegaming.com)

Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor.

5. Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion? (www.sclegacy.com)

No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group.

--- End of Transmission ---

New information posted on 12/14

Here we are with our latest batch, answering a little something different for each fan site. Furthermore, one of the most talked about subjects in the community is about the Thor and what will happen to this robust unit. Luckily we've tracked down Dustin for his latest thoughts about this unique Terran unit.

Chat with Devs: The Thor has been the unit that just hasnt quite fit in, in terms of role, but it might have found its own little place it can call home. After the Devs tried out several things with the Thor, including making it a super unit, they have now decided to have it replace the Cobra, as the heavy and air unit counter. Additionally, they may be adding a new mechanic, in which the Thor will need to be killed twice, once to make it immobilized, due to its large size, and then the second time to kill it for good. When immobilized, the Thor will still be able to fire at ground and air units. Additionally, while the Thor is immobilized, a SCV can repair it back to full health, having it regain mobility.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

1. Will there be a way for fan sites to parse replays uploaded to their website so they can pull information such as race, player names, map, etc.? (www.vilegaming.com)

Exact details have not been finalized, but we do plan to create a much more robust way of being able to search and share replays in game.

2. The Soul Hunter was considered a good counter unit against the Zerg; why did you remove the Soul Hunter from StarCraft II?

There were a couple of reasons, but one of the more important ones is that it was difficult to make it easily readable in big battles when the Soul Hunter had upgraded. Another reason is that this unit was way too targeted against the Zerg, since they have so many low hit point units, as opposed to other factions.

3. Has the Merc Haven been removed since the Reaper is built from the Barracks? If so, whats replacing it (if anything)? (www.Starcraft-Source.com)

The Merc Haven has been brought back in for the current build. It currently needs a Factory as a prerequisite, and is a prerequisite building to build Reapers from the Barracks.

4. Will "Unlockable Content" be included with the game, such as Art Packs, Secret Maps and Missions, Extra Units, and Special Sounds and Movies? (www.starcraftzone.com)

We are exploring the possibility of having various types of art unlockables, which may include some in-game decals.

5. Is it possible to build Phase Cannons, turn them into energy and then move them across the map to your opponents base or an expansion, redeploying them using a Phase Prism? (www.starcraft2.com.au)

Yes, this tactic will be possible.

6. How does a Zerg Overlord fly? (www.gamereplays.org)

To fly, the Zerg Overlord uses gas sacs (filled with helium) combined with a weak telekinetic psi-ability for lift and motive power.

---End of Transmission---


New information posted on 1/11

Original post
Hope everyone had a wonderful new year and if you haven't seen it already, check out the first episode of our BlizzCast show, interviewing Sam Didier, our StarCraft II Art Director!

BlizzCast Episode #1:
http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=248338&p=1&#post248338

Chat with Devs: This week I got a chance to talk to Sam Didier, our StarCraft II Art Director, about some of the feedback weve gotten from our most recent monthly discussion. Over the next few weeks we will be trying out a few things on the upcoming screenshots, including a reduced saturation which will increase the realism of the units and environment. This is just a test, so we will see how it goes afterwards, but we look forward to getting everyones feedback.

Gameplay Blog: With the new year, I thought everyone might enjoy a small new section to the Q&As that will happen periodically, featuring some hands-on feedback of the current builds of StarCraft II at the office. This past week Ive been able to play a few 1 versus 1 skirmish games with our new balance designer, David Kim. Even at this early stage, StarCraft II is shaping up to be an incredibly diverse game in terms of strategy. In addition to many of the original StarCraft strategies (which Ive been tending to stick with), there are several new strategies based on both the newly introduced units, as well as hybrid combinations of legacy and new units. One of the most interesting strategies in our current build is the Nomad rush. Nomads are both effective at supporting an ongoing battle with Auto Turrets (which have building armor) and defending against a raid with rapid deployment, but are surprisingly very effective at raiding as well. Im not talking about minor harassment, kill a probe or two, type of thing. Get four of these Nomads into a mineral line and you can deploy 8 Auto Turrets in no time, wreaking havoc to even a moderately defended position. Each Auto Turret is like having an instant Marine, with rapid fire, and building armor. Could this replace Siege Tank drops? Probably not, but these Auto Turrets dont cost minerals or supply.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

--- StarCraft II Q&A - Batch 25 ---

1. Does the Nomad have all the abilities an SCV has? (Of course it has its own abilities, but it would be interesting to know if you can at least temporarily replace lost SCVs with Nomads in a game.)(broodwar.de)

No, Nomads will not have the abilities of a SCV. The buildings a Nomad will be able to build, will be unique to the Nomad unit. And you cant gather resources with a Nomad.

2. How will damage against Protoss Shields be calculated with the new damage bonus system?(Starcraft-Source.com)

Protoss shields will take up the characteristics of their normal armor type. For example, if a Protoss Zealot with light armor gets shot by a Terran Ghost with plus light armor damage, the Zealots shields will also take that light armor bonus damage. On the same note, if a Protoss Colossus were to be hit by a Protoss Stalker with bonus damage towards armored unit, the shields would also take that additional damage.

3. Artwork and rumors about SCII have shown Terran cities like Augustgrad. Will Starcraft 2 contain building doodads as seen in the original artwork (ie. skysc#@!&rs, homes, etc)? (starcraft.org)

Yes, many of the original iconic doodads will be recreated for StarCraft II.

4.Can the shadow ops contain "one nuke and one drop pod" or "any 2 of nukes and drop pods"? (thewarcenter.net)

Currently, the Shadow Ops can contain both a nuke and a drop pod at the same time, but will not be able to contain two of one type within a single Shadow Ops building. Drop pods can be loaded with 12 infantry units of the players choosing. On certain maps, a fast expanding SCV drop pod strategy may prove highly effective.

5. Will the native resolution of Starcraft 2 be widescreen or 4:3? (gamereplays.org)

The plan is to have both of those resolutions supported, along with everything between 5:4 and 16:9. Larger screens will have slightly more viewable range than a smaller screen, but from our tests, the differences will be very minor.

---End of Transmission---

Batch# 26

Originally posted by Karune

This batch we're going to shed some light on the storyline and lore aspect of StarCraft II. Following StarCraft and even Brood War, there have always been many unanswered questions surrounding the powers of the Protoss, which we'll be tackling today.

Chat with Devs: For this batch, Ive been fortunate to snag some time with our Lead Writer for StarCraft II, Andy Chambers, and I had a chance to talk to him about what happens to Protoss warriors after they die. On the forums, there has been much speculation to what the true meaning of the blue flash of light that is seen when a Protoss Zealot dies. Furthermore, have you ever wondered how exactly an EMP burst would have an effect on Psi energy? Andy gives us insight into the Protoss ways in fan questions 1 and 3.

Gameplay Blog: Force Fields are my new favorite ability! During my latest skirmish with a Zerg opponent, I was rushed early with Zerglings. The Protoss Nullifiers (previous known as the Stasis Orb) and their 15 second Force Field ability saved the day. As the attacking Zerglings charged up my ramp on the classic Lost Temple map, I simply created a Force Field in between the group of Zerglings, separating his attacking force. With their numbers divided, my Zealots easily took care of the split force of Zerglings, allowing me to make a decisive counter-attack. In subsequent games, I have found that the Force Field is quite useful in many situations, as you are able to create your own choke points, separate incoming armies, and also erect barriers as needed for your Protoss Stalkers to take advantage of their Blink ability. Furthermore, the Force Field can provide another obstacle for melee units approaching your Colossus, whereas your Colossus is able to step over the Force Field at ease. These Protoss Nullifiers at tier 1 are now one of your most effective defenses to an early game rush. Currently, the Force Field ability costs 30 energy with the Nullifiers energy capacity at 100. Next batch, well see if we can find some interesting games with the Nullifiers other new ability, the Null Void.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 26---

1. Do Protoss warriors actually die? What is the blue flash when they die?

In the chaos of the battlefield, Protoss warriors fight with tremendous power and grace, but even so, they can be mortally wounded. Then the Protoss' foes often bear witness to a startling sight: the injured Protoss disappears in a bright flash of light. Such a vision has caused primitive races to quail in superstitious fear, and yet it has no supernatural cause. On the contrary, it is merely the result of teleportation, which is one of the chief strengths of Protoss technology. Protoss warriors typically have teleport mechanisms built into their armor. If the warrior is sufficiently injured, a properly functioning mechanism will automatically teleport the body to the nearest safe haven.

A Protoss warrior who is badly injured but still living may be placed in a dragoon--or latterly an immortal--shell to continue to fight. This is the choice of the individual warrior. Some warriors elect to shoulder the burden of remaining among the living instead of joining the sum of Protoss lives embodied in the Khala. It is worthy of note that the lives of individual Protoss that have passed into the Khala are no longer coherent entities, and the Protoss cannot speak with their dead per se. However, there are memories and strands of experience that can be accessed. Only the most skilled Protoss preservers can locate and follow specific desired strands of knowledge. The tremendous value of preservers comes from the fact that they carry within themselves and can access the sum total of Protoss experience at an individual level.

2. Will there be more ways to give energy(mana) to a caster? (www.starcraft2.hu)

Protoss casters will have an ability to transfer energy from one caster to another. This ability will allow for a lot of micromanagement opportunities to maximize the amount of energy to a single caster, for the maximum number of special abilities casted.

3. On what kind of energy are based Protoss shields? If they are based on PSI energy, how can be possible for a Terran EMP attack to drain their energy? (www.starcraft-2.cz)

Protoss energy sources are highly esoteric because their starting point was the Protoss' use of their own psionic powers to protect themselves; to charge their tools and weapons; and to make, manipulate, or meld matter. Over time technological advances have enabled the Protoss to mimic these psionic processes to the extent that the Protoss can now construct inorganic devices to tap into the same universal processes to power shields, drives, weapons, and robots. Thus, for example, the energy field projected by a pylon that powers Protoss structures cannot truly be called psionic in nature, just as the shields protecting a zealot are not purely technological constructs. Rather, the two processes are so closely interlinked that they are almost the same. As a result, Protoss power sources and particularly their shields are vulnerable to disruption by technological means such as EMP weapons. Similarly such power sources can be restored or recharged from artificially stored energy.

4. Are you planning to make another statue, for example, statue of Kerrigan?(www.starcraftcz.com)

We are planning to fully explore the high end collectibles realm with plenty of StarCraft II merchandise, and yes, there are projects already in the works.

---End of Transmission---

Batch# 27

Originally posted by Karune

We're back to tie up some loose ends about the Nullifier from our last batch, as well as some more focus on gameplay design, to fuel our discussion on the forums (especially to those who are already anxiously creating their build orders- don't lie, I know you are out there smile )

Chat with Devs: This week I talked with Dustin Browder, our Lead Designer for StarCraft II, to answer some more questions in regards to StarCraft II gameplay. I presented Dustin with some very specific gameplay questions from teamliquid.net, which he was very excited to be able to answer for the eSports community. Hopefully I will be able to get him back for a BlizzCast interview down the road.

Gameplay Blog: By the way, Im still looking for a good name for this section, that I hope everyone here could help me with Additionally, this week I want to elaborate on the second ability of the Protoss Nullifier mentioned in the last Q&A Batch. The Null Void, an ability currently at 50 energy cost, prevents abilities from being cast in an area of effect radius. In recent skirmishes with Terran opponents, when my Zealots engaged a group of M&Ms (Marines & Medics), my Nullifiers were able to cast Null Void over the enemy group, and the Medics were unable to heal for a good 15 seconds. When they retreated out of the Null Void area, I cast a second Null Void on them, and by that time, more than half of their Marines had fallen to my Zealots. Furthermore, my Nullifiers, having a base ranged attack, were able to focus fire on fleeing Marines.

However, I still did end up losing that game versus the Terran player, as Ghosts later on were able to devastate my army with EMP, followed with their Marauder units, replacing the old Firebat, making quick work of my ground army. GG. Next time.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 27---

1) How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool?


Dustin Browder: The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft III, and we really want to continue to support and encourage this community.


2) Terran in StarCraft 1 had a very interesting dynamic in that the optimal strategy combating a Zerg would require large amounts of infantry and science vessels, whereas Protoss would require a large amount of factory units, leading to more diverse gameplay between the two matchups. This dynamic existed in mirror matchups as well - Goliaths, Battlecruisers and Wraiths were very useful in Terran vs Terran, but are rarely seen versus Protoss and Zerg (with the exception of Goliath vs Carrier).

Protoss and Zerg also had this trait - Protoss would often need large amounts of Corsairs, Zealots, and Archons to combat Zerg and a large amount of Dragoons, Arbiters, and Carriers to combat Terran, skipping zealots entirely until the speed upgrade is done. Zergs would frequently use Hydralisks versus Protoss, but would always immediately morph them to Lurkers vs Terran until Plague was researched.

For some people this was viewed as a positive aspect of SC, others are frequently disappointed that Terran cannot realistically integrate marines into their strategy vs Protoss and so forth. What style of gameplay is StarCraft II looking to attain - will each of the 9 different matchups play in a unique fashion with less viable strategies overall, or is the game looking to ensure that every unit has a useful role against every race?
- Zanno

Dustin Browder: So far StarCraft II plays similar to the original StarCraft in that different matchups require a different unit mix. On the design team we enjoy this type of gameplay and prefer to have players use different strategies and different units against different races. Our goal is that every unit will have some use against each race, but that players will tend to prefer certain units against certain races. We are going to strive to make sure that no unit is completely worthless against any one race but there will definitely be better and worse choices depending on the enemy race, strategy, the map, and your start position on the map.

3) In StarCraft 1 the basic tier 1 units were balanced against higher tech units almost equally by their unique role within each race as they were by unique unit upgrades and a greater benefit from the standard upgrades.
How much effort are you putting into making lower tech units viable higher up in the tech tree in ways other than upgrades that just makes them a "better unit" such as hit points and damage?

(This question is brought up because of the Terran Marine +HP upgrade which IMHO is really cheap)
- CuddlyCuteKitten

Dustin Browder: We are putting a huge amount of effort into making sure that the tier 1 units are useful throughout the game. We are also putting a large amount of effort into trying to get as much mileage as we can out of each of our upgrades so that upgrades really change how you can use a unit (but without fundamentally altering its role). The Marine is an example of a work-in-progress unit. We think the shield looks cool, but we are still working on how it will affect gameplay. Actually, in current builds Marines+Medics+Stim are so powerful that the shield is not that necessary in a lot of matchups.


4) Some new maps used in the pro scene for StarCraft have started to include permanent spells like "Dark Swarm" and "Disruption Web" as a part of terrain. Are there any plans to allow this as a kind of special terrain by default or allow map makers to add it as a special attribute to some sections of the terrain?
Examples would be areas with decreased movement for some or all units like shallow water, terrain making units immune to missile fire like dark swarm or terrain making the units unable to fire like web.

If you plan to include it will it be usable on melee maps or UMS only?
- CuddlyCuteKitten

Dustin Browder: Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.


---End of Transmission---

Batch# 28

Originally posted by Karune

Hope everyone had a great week! Make sure to keep that Q&A Questions thread packed, as we are making plans to tackle Q&As both in these batches, as well as the BlizzCast. Post your questions to be considered for Q&As here: http://www.battle.net/forums/thread....&p=1&#post9620

Chat with Devs: It has been a busy week, in which I had a chance to talk to multiple Devs this and I am happy to say that we have finished recording for our second episode of BlizzCast. We have also added a mini Q&A section to the show, to get direct answers straight from the developers!

Gameplay Blog: Following up on the last game I played in Batch 27, I had mentioned the Terran Marauder being a huge factor in my defeat. This new Terran unit visually looks similar to the Firebat, but instead packs the punch of dual Concussion Grenades (also able to be Stim Packed), which slows the movement rate of biological units, and also does additional bonus damage to armored units. These units are excellent at supporting any pack of Marines & Medics, with the ability to slow charging Zealots, as well as fast moving Zerg units. Playing as Terran, there is a sense of relief, when you watch an incoming army slowed down considerably, to be mowed down by your Stim Packed Marines. In addition, because the Marauders are able to be built at a Barracks with a Tech Lab, they are considered formidable early support units, able to pick off units of a weaker early game army.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 28---

1. I noticed the Stalker "Blink" ability looked as though it was on a cooldown (similar to many abilities in World of Warcraft). This seems appropriate for some abilities, but is this restricted to the Stalker or will other units have abilities on cooldowns rather than energy? (Battle.net Malorn)

Currently, the Protoss Stalkers Blink ability is on a 15 second cooldown and is one of the only abilities that do not require energy. One of the reasons this was done for the Stalkers Blink, was to make sure that players wouldnt have the problem of having only part of their Stalker army blink up on a hill with some left behind. The Protoss Phoenix also carries an Overload ability, which is based on a cooldown timer rather than energy. Whether the Stalker or the Phoenix will use energy or not, will be mostly determined through much more balance testing.

2. The Thor now is anti-aircraft unit, but will it continue to have surface-to-surface attacks? (www.Sc2-esp.com)

In the current build, the Thors role has been changed to exclusively hit ground units, putting the transforming Viking back in the primary role as an air to air fighter. The Terran Viking is also now built from the Factory rather than the Starport.

3. In the original SC, powers like Irradiate and Psionic Storm affected cloaked units and killed them even if you couldn't see them. Will the Phoenix's Overload ability target cloaked units as well? (Battle.net DrakeClawFang)

Yes, the Phoenixs Overload ability does affect cloaked units, such as Terran Banshees. The Devs are all for these types of soft counters.

4. Does energy regenerate at about the same speed as in normal SC? Since the game goes faster, has that been speed up too? (Battle.net nerdpride)

Energy regenerates at the same speed as the original StarCraft. At the fastest game speed, both StarCraft II and the original should feel the same in terms of speed.

5. Now that the Force Field ability has been moved to the Nullifier, what other abilities does the Templar have? Does he still have Hallucination? (Battle.net Blazur)

The Hallucination ability has been cut from the High Templar. Instead, it will have an Anti-Gravity ability in addition to its classic Psi Storm ability. This ability will allow a High Templar to lift up buildings and units in the air, disabling their movement and attack, while also making them an air target. This ability can be cast on Supply Depots blocking choke points, as well as incoming Thors, or even Pylons powering a base. This has been the first ability the Devs have been comfortable with, in giving players a real choice to be made, to use Psi Storm or the Anti-Gravity ability. This ability is still being balanced, in terms of the duration units and buildings will stay in the air, energy cost, and if it will be a channeling spell (which means the High Templar will be unable to move or cast other abilities while casting the Anti-Gravity ability).

6. Will there be an icon on the left hand side of the screen to alert the player of idle workers? (Battle.net- Elminster)

Yes, we currently have the ability to select idle workers built into the UI.

---End of Transmission---

Re: Karunes SC2 Q&A up to Batch 28 (2/5)

Worker harass has come to a new level of BLARGH

I am gay because I don't visit GTC vent anymore
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3

Re: Karunes SC2 Q&A up to Batch 28 (2/5)

Originally posted by: Weaver
Worker harass has come to a new level of BLARGH

Where'd this come from? O.o

Re: Karunes SC2 Q&A up to Batch 28 (2/5)

Originally posted by: Dany

Originally posted by: Weaver
Worker harass has come to a new level of BLARGH

Where'd this come from? O.o


Rallying workers onto mineral and being able to hotkey your unit producing buildings makes it so easier to multi task while you are doing a worker harass because worker harasses in original starcraft usually impaired your base management unless you are super crazy pro.

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Re: Karunes SC2 Q&A up to Batch 28 (2/5)

Originally posted by: Weaver

Originally posted by: Dany

Originally posted by: Weaver
Worker harass has come to a new level of BLARGH

Where'd this come from? O.o


Rallying workers onto mineral and being able to hotkey your unit producing buildings makes it so easier to multi task while you are doing a worker harass because worker harasses in original starcraft usually impaired your base management unless you are super crazy pro.

wow you really thought into this...

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Re: Karunes SC2 Q&A up to Batch 28 (2/5)

He's korean, what'd you expect

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<Bill_> really
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7

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: tassadar_ums

Originally posted by: Weaver

Originally posted by: Dany

Originally posted by: Weaver
Worker harass has come to a new level of BLARGH

Where'd this come from? O.o


Rallying workers onto mineral and being able to hotkey your unit producing buildings makes it so easier to multi task while you are doing a worker harass because worker harasses in original starcraft usually impaired your base management unless you are super crazy pro.

wow you really thought into this...

If one ever played Starcraft on a somewhat serious level it doesn't take much thinking to conclude that.

8

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

It seems rather self apparent to me.


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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

It also seems like its not actually anything new.

You could hotkey warcraft3 buildings, and you could set auto-worker rally points from them. I'm not sure that you were able to produce from multiple selected buildings with one click, but you won't be doing that anyway until the worker harass phase of the game is long gone. So its not really "new levels" as it is the same levels as in war3. Except without heroes, so hopefully it won't be so much of a problem.

Well knows he who uses to consider, that our faith and knowledge thrives by exercise, as well as our limbs and complexion. Truth is compared in Scripture to a streaming fountain; if her waters flow not in a perpetual progression, they sicken into a muddy pool of conformity and tradition. A man may be a heretic in the truth; and if he believe things only because his pastor says so, or the Assembly so determines, without knowing other reason, though his belief be true, yet the very truth he holds becomes his heresy.

10

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: Killgore9998
It also seems like its not actually anything new.

You could hotkey warcraft3 buildings, and you could set auto-worker rally points from them. I'm not sure that you were able to produce from multiple selected buildings with one click, but you won't be doing that anyway until the worker harass phase of the game is long gone. So its not really "new levels" as it is the same levels as in war3. Except without heroes, so hopefully it won't be so much of a problem.

While your oranges are without question delicious, we are all eating these apples, which are also delicious but in a completely different way.

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

The way that you take a well known term used to describe fallacious arguments and incorporate it into sentences as if it sounded more clever or interesting that way, as opposed to just saying "apples to oranges" or "straw man" is extremely tiresome. Especially when you hide behind it, without bothering to back it up, in lieu of actually making some kind of useful point to contribute to the discussion. Obviously I wouldn't have said what I did unless I thought it was true, so while you're patting yourself on the back for a what you must think is a job well done, you haven't actually refuted anything. If what you're referring to is that the starcraft series and the warcraft series are different types of games, then that's all very well and good (not to mention obvious), and it doesn't change the truthfulness of what I said one bit. Starboy has played warcraft 3 as well as starcraft, so this shouldn't be anything new, except perhaps in the context of a starcraft game.

Well knows he who uses to consider, that our faith and knowledge thrives by exercise, as well as our limbs and complexion. Truth is compared in Scripture to a streaming fountain; if her waters flow not in a perpetual progression, they sicken into a muddy pool of conformity and tradition. A man may be a heretic in the truth; and if he believe things only because his pastor says so, or the Assembly so determines, without knowing other reason, though his belief be true, yet the very truth he holds becomes his heresy.

12

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Worker harass in Starcraft and Warcraft III are different. Sorry for not noting the difference. In Starcraft, your worker (probe, SCV, drone) can be sent to your enemies base quite early (usually after making a supply depot, pylon, or whatever) because they are fast and do considerable damage (5), which can cause considerable damage like the infamous pylon prison, capping each other's gas, making people unable to place buildings, and just being a nuisance staying around in the base and gathering valuable information (Starcraft is more of a scouting game than is WC3). While doing this early game, it hurts your own base management unless you are quite good at using hotkeys and have impeccable timing (in Starcraft, your buildings complete without saying that it is complete by subtitle or voice). Now with rally points and improved user interface, worker harassing has no negatives and improves from it to it unless Blizzard tones down worker damage (how is anyone suppose to stop 4 pool now?).

I also assume most of you know what worker harass is in Warcraft III, so I'll leave it at that.

I am gay because I don't visit GTC vent anymore
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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

FYI, in case you guys havent heard yet, PC Gamer had a little exclusive with Blizzard with some info we havent had confirmed yet.  One of the tidbits was a tenative protoss unit list of what they have as of of now in the alpha stage.  Why this is significant is that Archons are back only now they are called Twilight Archons, Dark Templars AS WE KNEW THEM are back (the unit, not just dark templars piloting the new dragoons) and Carriers are back.

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14

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Bump. More questions have been answered.

Heroes will not be buildable in multiplayer.

USA USA USA USA USA USA USA!

15

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: jordan
Bump. More questions have been answered.

Heroes will not be buildable in multiplayer.

USA USA USA USA USA USA USA!


If that means you cannot make heroes for Custom Games, I am disappointed. That feels like a step down from the WC3 WE.

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16

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: Kenak

Originally posted by: jordan
Bump. More questions have been answered.

Heroes will not be buildable in multiplayer.

USA USA USA USA USA USA USA!


If that means you cannot make heroes for Custom Games, I am disappointed. That feels like a step down from the WC3 WE.

I'm sure you'll be able to use the heroes in custom games just like in sc1. But I'm unsure if they will have exp.

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

They made it sound like heroes were standard units (no exp, no levels), with specialized stats and abilities.

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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: jordan

Originally posted by: Kenak

Originally posted by: jordan
Bump. More questions have been answered.

Heroes will not be buildable in multiplayer.

USA USA USA USA USA USA USA!


If that means you cannot make heroes for Custom Games, I am disappointed. That feels like a step down from the WC3 WE.

I'm sure you'll be able to use the heroes in custom games just like in sc1. But I'm unsure if they will have exp.

I hope they make some sort of XP system for custom games, I don't see why they wouldn't, you could just use the exact same system from war3 and transfer it over.

I definately don't want this for normal ladder games, but, I want a sc2 dota!

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

I want them to have a hero xp system too although not in the regular game.  However, realistically, unless they can easily just copy/paste the code over from the WC3 engine (none of us know how different their new SC2 engine is from the WC3 one) I imagine this feature being a low priority unfortunetly, as it in no way effects the actual gameplay of the game and they might see it as being a lot of extra coding for no fiscal rewards.

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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Not too mention that a similar system (maybe without the UI exp bar) would  be easily implementable in the editor itself through triggers.

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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Ya heroes would be teh gay to make triggers to emulate heroes leveling though =/

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22

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Groundbreaking single-player "story-mode" campaign

Full map-making and scripting tools to give players incredible freedom in customizing and personalizing their gameplay experience

Not that this brings anything new to the discussion other than more theorycrafting

Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

IMO, an experience system would add more life to the custom gaming experience of sc2. Who knows they might hit another jackpot w/ a dota type map release

and note they did mentioned that the sc2 editor was supposedly "superior" to the wc3 editor in every way.

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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

Originally posted by: tassadar_ums
IMO, an experience system would add more life to the custom gaming experience of sc2. Who knows they might hit another jackpot w/ a dota type map release

and note they did mentioned that the sc2 editor was supposedly "superior" to the wc3 editor in every way.


You can fake experience. People did RPG style maps in SC1 already.

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Re: Karunes SC2 Q&amp;A up to Batch 28 (2/5)

I am looking forward to remaking a few old-style StarCraft UMS games with the new effects and tools available, personally.

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