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Community Q&A [Batch 1]

gearvOsh

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Oct 14th 2008, 11:41am
I want to thank everyone who came out to the Live QA session yesterday, there was quite a few of you and many questions! Below is a transcript with most of the major questions and answers reviewed. Also thanks to stebo88 for helping out with the answers.

Here is batch one of our QA session.

What kind of skills do motherships have? (scmapz)
Mothership has 3 skills: Cloaking Field, Vortex and Timebomb. Cloaking field cloaks all units/buildings within range of the MS. Vortex works like Blackhole where it sucks enemy ground/air units into it and disables them, but does not damage them. Timebomb freezes and disables all units (friend/enemy) who enter the bubble.

Why did collosus became so weak? (scmapz)
I believe they are trying to make up for its crappy new attack. Its rather weak against anything besides small ground units and even then its not as useful. Its useful when you upgrade its range to 9. Yes, there is an upgrade called Extended Thermal Lances (http://www.sc2armory.com/game/protoss/units/colossus/) to increase the range from 6 to 9.

Can you tell me the health/shield/attack of stalker? (scmapz)
Stalker has 100hp, 40shields and deals 10 damage. http://www.sc2armory.com/game/protoss/units/stalker/

Ive heard that you cannot change the view point anymore, and only zoom in/out is possible. Can you change the view point from using trigger? (scmapz)
Yes you can only zoom in/out (not rotate left/right), you would most likely be able to edit with triggers seeing as how it would be similar to war3s editor.

How did thor change, and the mechanical rebirth thing work? (scmapz)
Its good against bunched air units, but thats about it. It can tank/soak up alot of damage. When it dies its wreckage will be left on the battlefield, you can then rebuild it (costs resources) and its functional again with full stats.

What does queen work now? Ive heard that it-s not a unique unit anymore. Is it just like a bigger version of hydralisk? (scmapz)
Queen no longer evolves into other stages and you can have multiple of them. It has only 3 abilities which are rather weak. Mutant larva, Razor swarm and Creep Tumor. Mutant Larva spawns 3 giant larva at a Hatchery. These larva do not count towards the Hatcheries already 3 larva and they are able to move freely around the map. Razor swarm creates a giant cloud of insects and dust that damages any enemies caught within. You are able to control the swarm and move it around. Creep Tumor works like the old Creep Colonies where it extends the range of creep.

Any news as to the protoss or zerg campagin... any at all nothing specific? (BritishBrat)
All I really know is that the additional campaigns will be released about 6 months after the other. They also said the ingame mechanics (where you buy units at an armory for terrans using credits) will be different for each; Protoss will use something along the lines of diplomacy and Zerg will deal with Kerrigans control/power.

Any news on the rumored targeting drone? (BritishBrat)
The targeting drone is a summonable air unit from the Nighthawk, thats cloaked. It fires a laser onto an enemy and any unit that attacks the targeting unit will deal 50% more damage. (I was never able to test it because when cast, the demo crashed. Im going based on screenshots/what ive heard).

Lastly does the reaper now have anything beneficial for the terrans? (BritishBrat)
I didnt find the Reaper that good in general combat, even with its buffed hp/damage. It was extremely good at worker raids when using D8 charges, but thats about it.

Can you explain the deal with the phoenix and anti-grav? (Medavas)
Ah yes, it seems the Phoenix had its overload replaced (stupid decision if you ask me) with Anti-gravity. When AG is used, the phoenix is disabled and all ground units (excluding massive) are lifted into the air and disabled.

And what is happening to the nullifier after this decision? (Medavas)
I believe the Nullifier now has Hallucination, ForceField and Molecular Displacement (never used this ability so I do not know its effects). Since the Nullifier now has Hallucination, the HT has some new abilities. The High Templar now has Psi Storm, Phase Shift and Archon Warp. Phase Shift temporarily removes a unit from the game; once the duration is up it reappears.

Can you sum up the nighthawk for us. I heard in the posts something about a seismic thumper? (Medavas)
Nighthawk can create 3 different objects. It can place a spider mine on the ground. It can build an auto-turret that lasts until it is destroyed and lastly it can summon a Targeting drone. I do not remember anything about a Seismic Thumper ability.

How many spider mines does the Nighthawk have? (TehIchigo)
I think they are energy based (only used ability once). So dont quote me on that. Its a support craft and mainly builds objects for support. No spells what so ever like the Vessel had, yes the nighthawk is still a detector and has no attack.

Can you also sum up the infestor and explain the lore on it spawning the infested terrans? (Medavas)
The Infestor now has 3 new abilities: Neural Parasite, Fungal Infestation and Spawn Infested Terrans. Neural Parasite is a basic 10 second mind control, and yes it works on workers also. Fungal Infestation deals damage over time to a single target. Once the unit is killed it will explode dealing damage in an area. The spell cannot be removed so the unit dies no matter what. Lastly the Infestor spews 5 eggs from its back. The eggs start growing until they hatch into Infested Terran. Honestly the lore makes no sense and Dustin said they were trying different play styles with the Infestor at the time. Also a quick nice tidbit about Infestor. The Infestor can move underground and cast spells underground. While burrowed an Infestor can move underground, but cannot get up to a higher terrain tier by going through the cliffs, it has to go to the ramps to get up. No there is no -infesting- of any terran unit/building involved to create Infested Terrans.

Can the Infestor infest buildings from underground? (TehIchigo)
The infestor no longer infests buildings. Its infest, disease and darkswarm abilities were removed.

Any word on Infested Toss? (DPS)
There are no infested protoss.

Hellions, how do they fit the role that the vults left? (DPS)
stebo88 - It was hard for me to accept the jackal/hellion because i was always anti-jackal, and pro-cobra, but my opinion has completely changed. Once i played them, i loved them.

gearvosh - Hellions got a huge stat increase. They are extremely good in numbers of 5 or more and tear apart small grouped units. With the fast speed, I used them constantly to do hit and runs and lure them into traps. I remember my 5 Hellions and 5 Marauders taking out about 10 Roaches with ease.

Do you think that 5 or so lions can be microed to make sort of a circle of fire? trap a unit between the throwers? (DPS)
Its rather hard because there range is only 4. It would be possible on slower units, but nothing like Zerglings.

Can a Hellion have a fast-attack reflex like the vulture? i.e. the Hold or Patrol command for an immediate attack. (TehIchigo)
Yes they can. I was doing it a lot. I would attack, run away (since im faster I can get farther), stop then attack, then repeat.

Does the Hellion beam hurt your own units? (DPS)
stebo88 - Beam does not hurt your own units, starcraft 2 is trying to have less friendly damage, though some friendly damage is returning, such as the siege tanks splash damage.

Well the siege tank got hit hard by the nerf bat, what role do they play now? (DPS)
I used them more for support then for turtling. Your turtling has been reduced a bit more in sc2. Their role is the same, you just wont see 20 of them at once anymore.

Did you have a chance to try the planetary fortress? (DPS)
If I was ever rushed or lost a counter I would build up a PF. They deal about 15 damage at fast speeds and it has about 1500hp. I believe it attacks both air and ground.

Do you think its possible to use it like a semi offensive building, you build it close but not too close to the enemy and then just have your troops fall back to it when you are losing? (DPS)
Yes thats a possible strategy and would work well. Just keep an SCV around repairing. It costs 150 minerals, 150 vespene and takes 50 seconds to build. http://www.sc2armory.com/game/terran/buildings/planetary-fortress/

Can you still use comsat or liftoff the PF? (VIB-bw)
You cannot liftoff the PF or SS. You can use Comsat at the Surveillance Station (ss).

How effective are Marauders, can you use them to sort of play ring around the rossie with you marines and zealots or lings?
Marauders are by far my favorite Terran unit. I found them extremely helpful. They can tank a lot of damage, can be healed by Medivacs, deal a good amount of damage and slow down the enemies. When place in bunkers they slow down units engaging and fleeing. I always did a M/M/M combo. Marauders, Marines and Medivacs.

Is the mothership still warped from the nexus? (scmapz)
stebo88 - Yes it is, its the highest teir, 400, minerals, 400 gas, no food limit for the Mothership. May I also note, the mothership will not let you down. Its good for almost any battle.

gearvosh - It also has an amazingly sick animation when its spawned.
Enough with the trolling and spamming or face my BANhammer.
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Hanging

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Oct 14th 2008, 11:51am
Awesome! You guys got to play SC2? Lucky gits, I didnt know you got to PLAY it. O well, BTW Gearv0sh, stebo88, and Tehichigo, thanks for this, but I think 80 pages is gonna take awhile, you sure you wonna do it?
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stebo88

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Oct 14th 2008, 11:59am
I'd love to help GearvOsh on all the batches, as long as GearvOsh is OK with it; It's his site, so I'll let him decide if he needs me to help answer.

But overall, last night went well, everyone did a great job especially Tehichigo who put in a lot of effort writing down everything the community said. Kudos everyone. ^^ oi

@Miles - Seriously... are you going to do 80 pages/batches???
http://img135.imageshack.us/img135/315/stebokaniqq9.gif

Hanging

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Oct 14th 2008, 12:16pm
It wasnt gearv0sh that was gonna do 80 pages, it was Tehichigo, gear just took the post and put it up here for us. Anyways, GJ all! (Even though I dont mean much, good job!)
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Dragg

Civilian
26 posts

34
80

Oct 14th 2008, 12:25pm
cool, thats some great info!

Ghost_MLT

Traveler
36 posts

1,351
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Oct 14th 2008, 12:31pm
The mothership 's vortex and time bomb kinda acts the same because they both disables enemy units for a short amount of time. They should bring back the planetcracker, keep the cloaking and time bomb and modify the vortex that inorder to use it, the mothership should have full energy, charges for about 5s, selfs destructs creating a vortex and sucks (killing them) any nearby units (foe friendly) for a short time or for a limited amount. What do u think?

stebo88

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Oct 14th 2008, 12:37pm
Quote by gearvOsh


What kind of skills do motherships have? (scmapz)
Timebomb freezes and disables all units (friend/enemy) who enter the bubble.


I'm afraid that's not how it works, Miles.

I used Timebomb twice during the demo. How it works is that the Mothership creates a psionic energy shield. Any ranged attack that enters the sphere will stop and not hit the mothership.

Also, friendly units do not become immobilized when they enter the sphere. I'm not sure if it can immobilize enemy units though.
http://img135.imageshack.us/img135/315/stebokaniqq9.gif

gearvOsh

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Oct 14th 2008, 12:46pm
It does disable friendly units. I remember using Timebomb and using carriers. All the interceptors that flew into the timebomb were frozen in it. It also happened when I moved a carrier into it.
Enough with the trolling and spamming or face my BANhammer.
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Xel_Nagaist

Traveler
105 posts

1,066
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Oct 14th 2008, 12:55pm
hmm

the cult of the Xel_Naga

seems satisfied with this


i didnt know they were still active
bow wow

CoolGoose

1 posts

50
40

Oct 14th 2008, 12:57pm
It's a bit lame to register just to say this, considering that until now i was confident in the SC2 development team but i must say that the new changes SUCK very hard.

Why the hell did they remove the overload ability from the pheonix ? Why the heck did they change the queen ? Imho the queen was very nice with it's 3 stage upgrade etc.

I won't even start commenting the other changes because they're stupid no matter what.
The lore doesn't fit the spells, spells don't fit on units.

And why the heck are they trying so hard to keep that retarded Thor around ? It seems that they nerf the tank just to be able to keep that stupid unit. They replaced a bunch of units / removed others but they keep the damn f ugly mecha like Thor ? WTF!.

Also the new campaign strategy is retarded. It means that after they release sc2 (hopefully Christmas 2009) it will take another year until we can play the protoss campaign.

stebo88

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Oct 14th 2008, 12:59pm
Quote by gearvOsh
It does disable friendly units. I remember using Timebomb and using carriers. All the interceptors that flew into the timebomb were frozen in it. It also happened when I moved a carrier into it.


Ooooooh! That's because the Carrier is an air unit. The units I sent into the Time Bomb was a bunch of Zealots. I guess it only works for air units.
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peeyano_keys

Civilian
48 posts

809
481

Oct 14th 2008, 01:04pm
Madness. Did i forget how to read? Mothership is warped from the Nexus? Can i please hear more about this i didn't know. Are the same structures needed to unlock it, and im happy to see he said the mothership is useful i last heard it was to slow and weak.

A big dissapointment that the overload ability of the phoenix was taken out. Probably for balancing reasons i bet but i think it will be back..

an excellent batch nevertheless thx

gearvOsh

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Oct 14th 2008, 01:05pm
@peeyano - Yes its built from the nexus. It requires a Temp Archives and Fleet Beacon to be built.

I bet alot of things will change in the future builds.
Enough with the trolling and spamming or face my BANhammer.
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Sinistha6

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165 posts

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Oct 14th 2008, 01:30pm
It seems to me that the current build of starcraft 2 is a

complete and utter mess in terms of balance, ability

distribution and lore. Here would be my ideal build:

TERRAN
1. SCV - fine.
2. Marine - fine.
3. Reaper - beef it up a little, increase its dmg and speed.

add the flare ability to this unit or the marauder.
4. Marauder - fine.
5. Ghost - Keep its current build of EMP, Nuke, Energy

Detection, Snipe and Cloak
6. Hellion - perfect. the anti-zerg unit.
7. Siege tank - not sure about the stats.
8. Thor - so far this unit is in role limbo. I suggest

keeping the flak cannons, its resalvage ability but add the

ex-battle cruiser ability the plasma battery: 7-8 laser

bursts that can destroy infantry and lesser units easily.
9. banshee - seems fine
10. viking - needs a new name. also, add the ability to

attack both land and air in both modes. make it a little

weaker in HP, but add its damage. because it i was to design

a transforming mech/fighter, i would want it to be able to

deal damage to both air and land while transforming to avoid

being hit by units on land/air. makes more sense lore/design

wise.
11. medivac - since this is gonna be the new terran caster,

give it the medics abilities, namely heal, restore and maybe

irridate/def matrix.
12. battlecruiser - remove the def matrix and add it as an

ability that can be cast on any unit and give this ability

to some other unit.
13. nighthawk - fine.

summary - 3 casters: medivac, ghost and nighthawk. still the

terrans have one less unit than the others, even if u count

the viking as two. i say bring back the cobra, making it an

anti-vehicle unit, making it a perfect complement to the

hellion (the anti-infantry unit). give the cobra the emp and

allow it to slow down vehicles.

PROTOSS
1. probe - maybe a detonation ability that reveals cloaked and destroys mana, or stuns units as per maelstrom.
2. zealot - maybe deals more dmg the less HP its got. works well with its rage lore.
3. stalker - not sure.
4. immortal - fine.
5. nullifier - abilities should be anti grav, hallucination, forcefield and what does molecular displacement do again? maybe its attack can bypass shields altogether and dmg the unit directly (if it attacks air, this includes def matrix)
6. dark templar - fine
7. high templar - psionic storm, psionic shift and maybe mind control... maybe.
8. archon - add the feedback ability like the spellbreaker.
9. colossus - beef it up and bring back the old thermal lance (5 shots) but make them five tracking shots. that will clear away the marines...
10. void ray - fine
11. warp prism - fine
12. phoenix - for heaven sakes, bring back the overcharge
13. observer - fine
14. carrier - fine, though i prefer the tempest name
15. mothership - i like this build, though bringing back summon would be great. never a fan of the recharge ability. planet cracker would be great too.

summary: so far so good, except the points mentioned above. 3 casters: mothership, high templar and nullifier.

ZERG
1. drone - fine
2. zergling - add a packhunter ability, giving the lings the ability to attack with greater attack speed/hit the more of them there are. maybe the bonus comes in increments of six zerglings attack a target.
3. hydralisk - deals 1 damage to units with yellow HP, 2 with red HP.
4. roach - fine
5. ultralisk - awesome
6. lurker - change the art
7. overlord - fine. not a fan of the overseer. both units should be combined into one.
8. mutalisk - fine
9. swarm guardian - fine
10. corrupter - fine
11. nydus worm - dont know enuff to comment
12. baneling - fine
13. infestor - needs a complete overhaul, both art and ability wise. bring back dark swarm, infestation and keep the fungal infestation. remove the parasite ability and the godawful terran spawn.
14. queen - no more a hero unit... love it!!! though it should be beefed up and its old abilities brought back again. esp toxic creep.

summary: lacking one caster. so far there's only two of em: queen and infestor. the new caster should be a support unit if the infestor remains in its current build. this caster should be given the changeling, dark swarm, ensnare (from the old queen).

mind you, i dont know about the stats of each units, so i cant really comment on them.
deep water still runs

gearvOsh

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Oct 14th 2008, 01:42pm
@Sinistha6 - Your simply making it like SC1 this is SC2.

Viking - Honestly it would be imba if it attacked both AG. This unit is wonderful in gameplay.
Medivac - It has heal and does not need new abilities. BC has DMatrix.
HT - It doesnt need Mind Control.
Archon, Colossus - Agreed.
Zergling - They are imba enough early game.
Overlord - Both do extremely opposite things, why would you combine them?
Infestor, Queen - Agreed.

Zergs 3rd caster can either be the Overseer/Overlord.
Enough with the trolling and spamming or face my BANhammer.
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