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StarCraft II Q&A - Batch 38: Warning! Moving sunkens!

Creator: g1nce
Time: May 16 2008, 10:32 am

Post #1     g1nce May 16 2008, 10:32 am

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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?

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.

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

Will the ranking/experience system that Terran units used to have be available in the Map Editor as on option in StarCraft II?

We will try to have this feature in.

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

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.

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

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.

What creature did the Zergling gain the inspiration to evolve into a Baneling from?

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.
"new types of creeps pushing strategies"

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?

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.

Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep?

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 of creep pushing strategies in StarCraft II.

Will the Map Editor support letters from non-English alphabets (ó, ű, ő, ú, á, é, etc.)?

Yes, these characters will be supported.

Source: GosuGamers.net
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Post #2     Paravin. May 16 2008, 7:22 pm

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Nice, nice. SC II will be so epic. :D
I used 13 minerals for THIS!?
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Post #3     ATG May 16 2008, 8:23 pm

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roach:ownage imminent
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Post #4     BeDazed May 16 2008, 10:12 pm

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Oh god. I hope the Roache's prices are at somewhat high price.
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Post #5     [Vi3t-X]:] May 17 2008, 3:13 am

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Why tune the Roach's price when you can easily counter with firebats? :P
But then again, 50-80% HP Through a psi-storm... damn...
And then they are tier 1.5. Real annoying. Lets hope they have no hp at all (Less than broodlings).
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Post #6     Tuxedo-Templar May 17 2008, 4:50 am

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Roach dancing seems like it could rape the hell out of the gameplay once those bloody koreans start getting good at it. I just have that feeling.
This post was edited 1 times, last edit by Tuxedo-Templar: May 17 2008, 5:04 am.
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Post #7     KrayZee May 17 2008, 7:04 am

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Pretty late to post this, eh?
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Post #8     Clokr_ May 17 2008, 1:01 pm

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Moving sunkens WTF! :0_o:
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Post #9     Nintendo_Confed May 17 2008, 2:02 pm

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Quote from g1nce

Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep?

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 of creep pushing strategies in StarCraft II.

This looks promising lol.
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Post #10     g1nce May 17 2008, 6:25 pm

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sUnkEn rUsH fTW
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Post #11     [Vi3t-X]:] May 17 2008, 11:53 pm

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Spam much? And you should really be putting these news reports in quotes :-_-:

Now, the Sunk rush thing seems promising, but by the time that sunk gets to an enemy base even on a 64x64 map, it would be practically dead if not it died on its way to the base. 3 Marines attacking a moving sunk = Terran WIn.
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Post #12     Centreri May 18 2008, 4:53 am

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I really hate the current roaches. I just imagine.. a player spamming roaches. And more. And more. And more. Imagine a huge zergling army, half of that in roaches with more then double the life, ranged attack, and that can survive through a psi storm unscathed. That's some wicked regeneration.

I don't like how Immortals shrug off strong attacks either. I admit, they need a bonus, but Blizzard seems to want nothing more then to force us to variate our armies in response to these high-survivability units. No unit should be able to survive a nuke. No unit should be able to outheal a BC :( .

I like the moving sunkens, though. Really cool :P .
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Post #13     RIVE May 18 2008, 5:19 am

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I could just imagine a large number of Sunkens moving all at once. Planning to take out an enemy base by first blocking off all entrances, killing the outer most reachable structures and units, getting up from the ground and moving in closer. It would be both quite an annoying and fascinating new strategy.

I wonder if that gives the build command in Staredit's trigger system the possibility of building Spores and Sunkens anywhere where ground is buildable without creep.
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Post #14     MalFunkShun May 18 2008, 5:49 am

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Quote
including a new Shattered City tile set

Quote
including a new Shattered City tile set

Quote
including a new Shattered City tile set

Quote
including a new Shattered City tile set

Why isn't anyone here, in a community of map makers, displaying any excitement about this??? :D :D
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Post #15     Clokr_ May 18 2008, 12:23 pm

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Quote from RIVE
I could just imagine a large number of Sunkens moving all at once. Planning to take out an enemy base by first blocking off all entrances, killing the outer most reachable structures and units, getting up from the ground and moving in closer. It would be both quite an annoying and fascinating new strategy.

I wonder if that gives the build command in Staredit's trigger system the possibility of building Spores and Sunkens anywhere where ground is buildable without creep.
That will give a new meaning to 'Sunken Defense' :P


Quote from MalFunkShun
Quote
including a new Shattered City tile set

Why isn't anyone here, in a community of map makers, displaying any excitement about this??? :D :D

Because new tilesets is someone that was obviously being done. Plus a new tileset doesn't mean any improvement on the maps.
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Post #16     Debardus[MM] May 18 2008, 12:28 pm

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Quote from MalFunkShun
Quote
including a new Shattered City tile set

Why isn't anyone here, in a community of map makers, displaying any excitement about this??? :D :D

Because we haven't seen it yet.
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Post #17     candle12345 May 18 2008, 12:29 pm

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I payed 329 minerals for THIS?
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Quote from BeDazed
Oh god. I hope the Roache's prices are at somewhat high price.
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Feel free to hide from the imba roach rush, considering they're a fucking T1.5 unit!
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Post #18     LoveLess May 18 2008, 3:28 pm

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Quote from Killer_Kow[MM]
Quote from MalFunkShun
Quote
including a new Shattered City tile set

Why isn't anyone here, in a community of map makers, displaying any excitement about this??? :D :D

Because we haven't seen it yet.
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Post #19     Oo.Twitch.oO May 18 2008, 9:05 pm

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Person Of All Kinds
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Quote from candle12345
Quote from BeDazed
Oh god. I hope the Roache's prices are at somewhat high price.
75/25

Feel free to hide from the imba roach rush, considering they're a fucking T1.5 unit!
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Post #20     -BW-Map_God May 19 2008, 6:26 pm

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I seriously doubt roaches are overpowered. One of the blizzard guys had this clarification after people complained about the roaches on their forum where they post these updates:

Update: Karune has posted a bit more information about the apparent strength of the Roach:

Quote:
Originally Posted by Karune
I wanted to add to question 1 that Roaches seem very strong with their regeneration, but with even a little bit of micro management, they are pretty easy to kill. In theory crafting, they seem much stronger than they actually are, though you must counter them with either very specific units or spend additional micromanagement time on them. Siege Tanks, Stim Packed Marines, Stalkers, Immortals, Dark Templars, Hydras, and any air to ground unit, are all effective at killing Roaches with a little micromanagement.

There you have it folks :D !
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[10:32 am]
StrikerX22 -- sleep time. it sounds interesting tho. got it for later...
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