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Posted Feb 04, 2008 07:44 AM by Protogod

11 comments

Karune's back this week with yet another batch of fresh Q&A's, and some major factoids. First on the list is the New Terran Unit dubbed "The Marauder." Apparently this dual-grenade wielding infantry unit does bonus damage against armored units and can slow the movement of biological units. Built simply from a Barracks with a Tech Lab add-on, and stim-compatible, the Marauder is looking to be a formidable early game unit.

Second on the list is a new High Templar ability, which utilizes anti-gravity to immobilize units. Not only will units be unable to move, or even attack for that matter, they will be physically lifted off of the ground while the spell is in effect. That's not all however, as this spell is said to affect even buildings.

Finally, the Terran Viking is once again produced in the Factory. But I'll leave the rest of Karune Batch 28 to you


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.aspx?fn=sc2-general&t=9620&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 other threatening units. 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---


Mjolnir
1
1st

i swear i've seen # 2 answer before

and, templar antigrav zergling counter

sweet

  Feb 04, 2008
10:18 AM EST

TheHyperion
2
Sweet, an infantry version of the vulture. This is getting better and better.

  Feb 04, 2008
12:52 PM EST

tremaparagon
3
lol, a couple hts to antigrav the zerglings, then a couple to psi storm them

  Feb 04, 2008
01:22 PM EST

DraskyVanderhoff
4
TheHyperion : Does means Good Bye Vulture ? Dustin and others say that never 2 unit that could do the same... so maybe vulture is out...

Antigrav + psistorm = at least 2 templars! Antigrav may cost a lot of energy..

  Feb 05, 2008
03:31 AM EST

TheCritic
5
Woot, factory air rush , anti lings.

  Feb 05, 2008
08:46 AM EST

DraskyVanderhoff
6
Please Someone with Skill Do X Men Protoss Magneto XD I'll be Truly Happy

Ahh something serious... the upgrades for this abilities must be like in the battlecrusier , don't you think ?

  Feb 05, 2008
09:51 AM EST

Ling666
7
Ahh, I loved the hallucinate ability. It was always so fun to run hallucinated archons into a base, and having the splash damage get a lot of the buildings (In use map settings of course ).

  Feb 05, 2008
01:08 PM EST

kirbythegod
8
AHHHHHHHHHHHH YAH LEVITATION THATS AWESOME GG NO RE TERRAN WALL IN!

  Feb 05, 2008
04:03 PM EST

TheHyperion
9
Levitation + Firing Tank = Crucio Commet.

*Bleh, it's comet. Way to ruin the joke...awwww

  Feb 05, 2008
04:10 PM EST

DraskyVanderhoff
10
Supply Depot's underground also take the effect's of Antigrav ?

  Feb 05, 2008
09:41 PM EST

Ariks
11
probably, but since any unit can walk over a submerged supply depot, it's a waste using the anigrav on it, unless of course the player raised it back up.

  Feb 06, 2008
01:09 AM EST

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