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Starcraft II Q&As

Starcraft 1 & 2


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Old 09-30-2007, 12:12 AM   #1
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Starcraft II Q&As

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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.
Chat with the Devs: The Terran Starport will no longer transform into a Starbase. <More info pending down the thread, keep checking back on this thread for updates>
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? ([Only registered and activated users can see links. ])
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? ([Only registered and activated users can see links. ])

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.


Quote:
Chat with Devs: The StarCraft II team is trying out what it would be like to have the Ghost as a Tier 1.5 unit without stealth, keeping the stealth ability as an upgrade at a later Tier.
This will be quite interesting since their snipe ability could provide much support to a group of Marines, picking off key units such as Medics, Templars, etc.
StarCraft II Q&A Batch 14
1) Will there be Vespene Gas deposits that yield better rates, the same as yellow crystals? ([Only registered and activated users can see links. ])
It is very likely that there will be higher yield Vespean Gas deposits, though we are being very careful in balancing this, since gas collection is based on a more linear rate of collection (3 collectors) versus mineral collection.

2) What happens if you initiate the warp-in of a Protoss Stalker but the pylon providing power is destroyed before warp-in completes?

If you lose the pylon providing power for the unit warping in, you will lose that unit, and the purchasing credits will likely be refunded.

3) Could the Colossus be transported by the Phase Prism, since the Prism’s crystal can turn any matter into energy? (mymym.com)

Yes, the new Phase Prism now transports by changing the unit they wish to transport into energy, which is stored in the Phase Prism for transport. This allows the Phase Prism to be able to transport even gigantic units such as the Colossus.
4) What happens if a Terran Battlecruiser targets a Protoss Stalker with the Yamato Cannon but the Stalker blinks away before the shot is completed?
Currently, the shot from the Yamato Cannon will still track and hit the Protoss Stalker.
5) Will Dark Templars be invisible when warping in, or susceptible to attack for a few seconds before it fades out?
No, currently the Dark Templar will be invisible the instant it begins to warp-in, though of course we are still testing this for balance as it makes the Dark Templar quite strong in back door drops.
6) Do the bunkers have any visual indication as to whether or not they’re occupied?
Currently the bunkers do not have any visual indications to whether it is occupied or not, but this is something we would like to change.

news source : [Only registered and activated users can see links. ]


Quote:
Chat with Devs: In the BlizzCon build of StarCraft II, small units were able to pass through certain player created barriers, such as a wall of supply depots at a choke point. After experimenting a bit, the Devs are now testing gameplay with true barriers, which prevent all units from passing through, but will require a line of supply depots side by side rather than supply depots blocking a choke point diagonally. This new design will prevent smaller units such as Zealots and Marines from passing through player created barriers, but will be more costly for the player to build these barriers.


–StarCraft II Q&A Batch 13–
1. Are the Ultralisk making a return in SC2? ([Only registered and activated users can see links. ])
The Ultralisk figures heavily in our current plans, but as with everything else relating to units and balance, this is subject to change.
2. Will there be in game voice chat supported in SC2? ([Only registered and activated users can see links. ])
Yes, there are plans to implement voice chat into Battle.net, but details beyond that are yet to be announced.
3. What are the system requirements ? ([Only registered and activated users can see links. ])
We are still optimizing the game and do not have minimum system requirements yet. Nonetheless, StarCraft II will require pixel shader 2.0 and at least 128mb of dedicated video RAM.
4. Will we be seeing any hybrid units in StarCraft II? ([Only registered and activated users can see links. ])
We are planning to explore the mysteries surrounding the Xel’naga for the single player campaign. In the campaign you will encounter several unique units that would not otherwise be seen in multiplayer. At this time, you’ll just have to wait and see.
5. Does the Thor burn out like Terran buildings if it is damaged? ([Only registered and activated users can see links. ])
No, the Thor does not burn down like the Terran buildings. It will be like the other Terran vehicles, which are able to be repaired by the scv.


more here : [Only registered and activated users can see links. ]
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Old 09-30-2007, 08:31 AM   #2
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Re: Starcraft II Q&As

I cannot wait til this game actually comes out. :DD


I'm still going to be a Zerg fan though. :]
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Old 10-03-2007, 11:08 PM   #3
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Re: Starcraft II Q&As

They didn't answer the question of whether or not the Firebat will be back in the sequel, because that unit is the only anti Terran has for Protoss Zealots.
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Old 10-05-2007, 09:32 AM   #4
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Re: Starcraft II Q&As

the devs themselves said that the firebat is back in SC2. they didnt want waste the extra question slot so they announced it themselves.
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Old 10-06-2007, 10:46 AM   #5
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Re: Starcraft II Q&As

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Old 10-06-2007, 02:03 PM   #6
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Re: Starcraft II Q&As

Stopping a nuclear missile before exploding =O (mothership time bomb)

I don't like the new Carrier...
in SC1, Carriers give a more "invasion" theme, but in SC2 you can barely see the little interceptors.though I'm still gonna buy SC2.
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