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Karune has come through for us again with his latest batch of questions!

For this batch, we continue to make headway into the latest development changes. Over the coming weeks, we can expect to see even more Terran related updates, as the Dev Team are working hard to have them play distinctly as the Terran Faction. In this latest chat with Lead Designer Dustin Browder, he was able to spill some of the beans on the latest Terran changes.

Chat with Devs: Since BlizzCon, the Terran Bunkers have been increased in size (to 3x3) and given added hit points, making it a more viable defensive structure for the Terrans. The Dev Team really wants to further define the uniqueness of how each faction plays, giving Terrans a strong character of defensive type tools. Watching the Firebats flame from these Bunkers sure do bring back memories!


---StarCraft II Q&A Batch 16---


1. Does the Time Bomb ability of the Mothership stop a Nuclear Missile (just like other missiles) when used on the area where the Nuclear Missile is about to explode? (starcraft2.4players.de)

The Time Bomb ability of the Mothership is designed to stop a Nuclear Missile if used at the right time, making a powerful counter in the hands of a skilled Protoss Player. This ability has still yet to go through the needed balance to make sure this is not over powering, but it is our intention to try and get that ability in the final version as designed.

2. In the UI there are little boxes just to the right of the minimap that have numbers on them. How exactly do these function? Different gameplay screenshots suggest different functionality. (www.starcraft-source.com)

I believe the small boxes you are referring to are the Control Groups used to select multiple units at a time, making it faster to give attack and move orders.

3. Does Drop Pads make new units or use this recruited before? (www.starcraft2.net.pl)

There are plans to have the drop pods be manually loaded with units created by the player, to better allow the player to adapt to their current tactical needs.

4. What was the design team's rationale in adding a second siege style unit (Thor) to the Terran race? (www.starcraft2.com.au)

The Thor's role compared to the Siege Tank, is more of an assault unit rather than a siege unit. The Thor is much more exposed when attacking an enemy location, while the Siege Tank has a much larger range and is able to hit the enemy at a larger distance. The range of the Siege Tank has also been increased since the BlizzCon Demo.

5. How do the Yamato and Plasma Torpedo upgrade work? Do you have to research these things only once or will you have to pay for each battle cruiser? (www.broodwar.de)

Battlecruisers can be upgraded individually with either a Yamato Gun or Plasma Torpedoes, but not both. After the Battlecruiser is upgraded, it can then use that particular special ability as long as it has enough energy to do so.

6. "With MBS (Multiple Building Selection) and automine in the game, what macro-specific features are going to be added to make sure that the player always has as much to do on the macro side as he does micro? Will a player still be able to favor macro or micro according to his own style?" - FrozenArbiter (www.teamliquid.net)

It is our goal to allow players to micro more vs. macro more. This is something that was great about the original StarCraft and it is something we want to maintain while we add new mechanics as well as interface features. We are still evaluating such features as automine as well as MBS. We don't have an answer for this at the moment, but we are working on it.

---End of Transmission---


Karune also had this follow up later.

As clarification- the Bunkers being increased to 3x3 is the visual size of the Bunker, rather than the capacity. The Bunker will still be holding 4 units in it


Lots of new info on the Terrans this week! But the Zergling in the living room is still sitting on the couch glaring at us. When shall we see what Kerrigan and the Swarm have up their sleeves? Whenever it may happen, StarCraft Legacy will be covering it!

Source:
Karune's Q&A - Batch 16

Q&A Batch Archive - Batch 16

Karune has posted his latest batch today!

With the return of the Firebat (for testing) and improvements made to both the Ghosts and Medics, there are a lot of exciting changes being tested for the Terran faction! Also for October, keep checking back to find out our new Monthly Discussion Topic.

Chat with the Devs: The Terran Starport will no longer transform into a Starbase.

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


---StarCraft II Q&A Batch 15---

1) Can an upgraded command center be salvaged? Does it lose its mobility when upgraded to a surveillance station?

No, the command center cannot be salvaged, nor can it lift off after it is upgraded to a Surveillance Station (allows the use of the Comsat ability).

2) In Starcraft 1, when you cancel a nuclear launch that is in progress, you lose the warhead. Will Starcraft II make any changes to this setback? (starcrafttwo.com)

Currently, if you cancel the nuke while it is firing, you will still lose the nuke. This outcome has not yet been finalized and may be changed in the final version.

3) Can a Ghost be equipped with both a Nuke and Drop Pod simultaneously?

Yes, any Ghost can launch either a Nuke or a Drop Pod, making the Ghost highly effective at responding to multiple battle circumstances.

4) Will "caster" units, such as the Protoss High Templar, have a regular attack, like Tassadar had in SC1, or will they only be able to attack through their spells? (blizzplanet.com)

Currently, there are no plans to give the High Templar a physical attack, though High Templar Story Characters will have additional abilities beyond that of the standard unit. At the moment, the High Templar is one of best support units in the game, with the ability to cast a devastating Psi Storm or choke off crucial areas of the map with the force field ability. Once youve used up its energy, no worries, convert it into an Archon with another Templar.

5) Can Marines be Stimmed while in a bunker? What about a Ghosts snipe ability?

In the current build, abilities cannot be activated while inside a bunker, but you can activate abilities before entering a bunker. For example, if you activate Stim Pack on a few Marines, then enter a bunker, they will attack at the higher rate of fire from inside the bunker. The Stim Pack effects will still wear off as normal though.
---End of Transmission---

And Karune also had these followups!

During much testing, the Developers realized that the Starports ability to transform into a Starbase was not very essential in the gameplay of the Terrans and was also leaving several tech lab add ons scattered across the map. At the moment, the Starports ability to transform into a Starbase has been taken out of the game, thus to produce advanced units, the Starport will need the appropriate tech lab add-on, similar to the original StarCraft.

Two of the reasons we don't currently allow special abilities in bunkers is that it would make the interface quite messy and it would be overpowered for certain abilities.

As far as interface, players would have to be able to access all special abilities from the bunker UI, which could mean the possibility of many, many abilities (for instance if you had a Medic, Marine, Ghost, and Firebat in the bunker).

The Bunker would also be overpowered for units like the Medic (would it be able to heal while in the Bunker? which would be OP) or the Ghost (sniping, launching nukes, and drop pods, from inside the Bunker).


Lots of changes to the Terrans this week! And next week we get to October's new discussion topic!

Source:
Karune's StarCraft II Q&A - Batch 15

StarCraft II Q&A Batch Archive - Batch 15

"Karune was a little late this week, but here's Batch 17 of his Q&A!

First off, I want to thank everyone for sending in your feedback from our first ever Monthly Discussion Topic about the Protoss Mothership!

Chat with Devs: After bringing up much community feedback from the last Monthly Discussion, Dustin Browder filled me in on the latest role discussions about the current units in game. This is the thought that has lead to the introduction of the Firebat back into StarCraft II.

Furthermore, they have also changed the Terran Cobras abilities to take on what was previous known as the Protoss Stasis Orb (which is now removed from the game). The Terran Cobra now acts as a slowing unit, with an electrical attack. In addition, many of the units already seen in game are having their roles re-evaluated, to again make sure that every unit has a distinct role in StarCraft II.

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


---StarCraft II Q&A Batch 17---


1. Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)?(www.starcraft2forum.org)


Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise.

2. What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality?(www.starcraft.org)

Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possible cut the unit.

3. Will there be any consideration of having an oceanic battle.net server? (www.starcraft2.com.au)

Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented.


4. Will the Protoss Colossus be able to walk over Supply Depots like over cliffs? (www.broodwar.de)



This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we don't yet have a final answer.

5. An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity? Mora (www.teamliquid.net)

I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II

6. How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking ? (www.sc2blog.com)


No, the Colossus will not block a flying unit.

In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft.


---End of Transmission---

Well, when Blizzard opens a door, they close a window. The beloved flame-spewing infantry, the Firebat, is back, but what lies in store for the Thor? Perhaps we'll find out next week!

Source:
Karune's Q&A - Batch 17

 

StarCraft II Q&A Batch Archives - Batch 17

First off, I want to thank everyone for sending in your feedback from our first ever Monthly Discussion Topic about the Protoss Mothership!

Chat with Devs: After bringing up much community feedback from the last Monthly Discussion, Dustin Browder filled me in on the latest role discussions about the current units in game. This is the thought that has lead to the introduction of the Firebat back into StarCraft II.

Furthermore, they have also changed the Terran Cobras abilities to take on what was previous known as the Protoss Stasis Orb (which is now removed from the game). The Terran Cobra now acts as a slowing unit, with an electrical attack. In addition, many of the units already seen in game are having their roles re-evaluated, to again make sure that every unit has a distinct role in StarCraft II.

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


---StarCraft II Q&A Batch 17---


1. Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)?(www.starcraft2forum.org)


Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise.

2. What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality?(www.starcraft.org)

Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possible cut the unit.

3. Will there be any consideration of having an oceanic battle.net server? (www.starcraft2.com.au)

Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented.


4. Will the Protoss Colossus be able to walk over Supply Depots like over cliffs? (www.broodwar.de)



This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we don't yet have a final answer.

5. An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity? Mora (www.teamliquid.net)

I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II

6. How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking ? (www.sc2blog.com)


No, the Colossus will not block a flying unit.

In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft.


---End of Transmission---

Well, when Blizzard opens a door, they close a window. The beloved flame-spewing infantry, the Firebat, is back, but what lies in store for the Thor? Perhaps we'll find out next week!

Source:
Karune's Q&A - Batch 17
---StarCraft II Q&A Batch 3---
 

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.

What is the max unit count population for each faction?
Unit population count for each faction will be very similar to the original StarCraft.

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.

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

Yes it is.

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.

 

Source:
Battle.net - Karune Q&A Batch Archive

 

 

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