Staredit Network > Forums > SC2 General Discussion > Topic: Q&A Batch 31
Q&A Batch 31
Feb 27 2008, 9:37 am
By: Forsaken Archer  

Feb 27 2008, 9:37 am Forsaken Archer Post #1



Quote
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 (Corsair, 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.
http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=576710

I haven't been keeping up with SC2 too much lately...
WTF are these pods? A ghost calls them like a nuke but they bunkers? lol?



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Feb 27 2008, 2:11 pm Falkoner Post #2



No, the pods can be called down by ghosts, apparently you load the units you want to drop down into the Shadow Ops, then have the ghost call down the pod and it comes down like a nuke and releases the units.

This was a pretty good bunch of questions, actually, and did anyone else have trouble deciphering this:

Quote
Only abilities which require energy usage will need be unable to be cast while in the Null Voids area of effect.




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Feb 27 2008, 2:56 pm chuiu Post #3



Meh 5 is the only question that hasn't been answered before or isn't obvious. 1, 2, 3, and 6 were all questions on the forum and responded to via blue posts. And 4 was pretty obvious in my opinion, if Blizzard is serious about keeping SC2 a competitive game they aren't going to add RPG elements to it.



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Feb 28 2008, 12:18 am Vi3t-X Post #4



Yay! Retard free multiplayer in which my computer cannot handle!



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Feb 28 2008, 9:58 am DT_Battlekruser Post #5



Ghosts nuking from within bunkers sounds pretty sick :)



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Feb 28 2008, 2:01 pm Forsaken Archer Post #6



Quote from Falkoner
No, the pods can be called down by ghosts, apparently you load the units you want to drop down into the Shadow Ops, then have the ghost call down the pod and it comes down like a nuke and releases the units.

This was a pretty good bunch of questions, actually, and did anyone else have trouble deciphering this:

Quote
Only abilities which require energy usage will need be unable to be cast while in the Null Voids area of effect.

Only abilities which require energy usage will be unable to be casted while in the Null Voids area of effect.
Only the abilities which require energy will be disabled while in the Null Voids area of effect. (means practically the same thing, more readable, but less like orginial :))



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Feb 28 2008, 7:04 pm KrayZee Post #7



It would've been badass if four SCVs inside a Bunker with auto-repair on make it seem invincible. But they're not doing it. :-(

They said any abilities can be used inside bunkers but repair, what if you put medics inside the bunker and they can heal anybody inside and outside the bunker? That would've been sick. It would make any infantry defended base undefeatable with a lot of bunkers all over full of medics.



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Feb 28 2008, 9:01 pm Forsaken Archer Post #8



And I shall call it... the hospital.

Would be good for assault type maps. Allied neutral bunkers that can heal you. Nice.



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Feb 29 2008, 3:35 am Joshgt2 Post #9



Quote from DT_Battlekruser
Ghosts nuking from within bunkers sounds pretty sick :)
That sounds really sweet but it would also be really cheap... I don't know which side I would choose for that argument though...



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Feb 29 2008, 4:46 am KrayZee Post #10



Quote from isolatedpurity
And I shall call it... the hospital.

Would be good for assault type maps. Allied neutral bunkers that can heal you. Nice.
Not only medics will be finally useful inside bunkers, but it would be way more badass than Moon Wells and Fountain of Health in WarCraft III. Hospitals are going to be sweet!

Quote from Joshgt
Quote from DT_Battlekruser
Ghosts nuking from within bunkers sounds pretty sick :)
That sounds really sweet but it would also be really cheap... I don't know which side I would choose for that argument though...
With the support of a sensor towers, it can make defended bases more powerful. But I doubt it's cheap, nukes are expensive and resourceful. And it's a temporally offense eradication, a bunker with 4 ghosts and 4 nukes ready will consume a lot of supplies, minerals and gas which forces the Terran player to scavenge and build a lot of supply depots (Especially for defense) and building small mining bases with a Planetary Fortress and small defense of their own. That would be a pain in the ass to work for, you might as well just use the nukes against the enemy bases than enemy attackers.

Plus a defended base with one nuke isn't enough to destroy Siege Tanks, Thors, Battlecruisers, Guardians or any other base effective units.



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Feb 29 2008, 4:59 am FatalException Post #11



I think ghosts nuking from inside bunkers is more of a suicidal defense tactic, really... They did it in Vietnam, too. :P



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Feb 29 2008, 5:18 am Rantent Post #12



Yeah, it definitely wouldn't be an offensive strategy. (If the enemy has time to build a bunker outside your base so they can put a ghost in it to nuke you, you deserve to be nuked.)

And I'm glad there are still fast attacking units, cool down times are poo.



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Feb 29 2008, 5:53 am Joshgt2 Post #13



/Agree... No one likes having a long cool down time to keep up with the fast pace type of RTS that we all love... I only wish that Blizzard would update the StarCraft 2 site with some Zerg units. I have seen a couple off of some other sites but I don't know if those units that I see are real or not.. I don't want to take my chances on believing false things.



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Mar 6 2008, 5:53 am DT_Battlekruser Post #14



Quote from FatalException
I think ghosts nuking from inside bunkers is more of a suicidal defense tactic, really... They did it in Vietnam, too. :P

Especially considering it isn't exactly easy to hit moving units with a nuke.



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Mar 6 2008, 12:36 pm Vi3t-X Post #15



No need for that. If you've played Warcraft 3, new triggers in there and even stats alone are awesomne. You can hover names over units, special effects, BUILD DOODADS, and a whole lot of other crap like changing player colours in game.



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[2024-5-10. : 8:46 pm]
NudeRaider -- Brusilov
Brusilov shouted: Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
https://armoha.github.io/eud-book/
[2024-5-10. : 8:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
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Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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