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	<title>Comments on: Q&amp;A 29: Bunker Evolved, Nomad Mines, StarCraft 2&#8242;s Fair AI</title>
	<atom:link href="http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: SCV_Operator</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2206</link>
		<dc:creator>SCV_Operator</dc:creator>
		<pubDate>Tue, 12 Feb 2008 14:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2206</guid>
		<description>Hey Mercutio,

I agree it is frustrating to have things constantly change around, but I think part of the idea is that if you see something you really like in one of these updates, that it gives you a chance to say so and hopefully keep it in.  

For the most part, I expect the development is progressing along its own lines, but in at least a couple of ways they have taken notice of the fans&#039; opinions.  And with such a changing and adapting process of producing the game, it shows that the developers are open to new ideas - if new and interesting units like the Thor, and old faithfuls like the Firebat are being messed around with, it shows that anything goes.

On another point, getting 100% of resources back for a building doesn&#039;t make sense.  There must be some cost, something that can&#039;t be recycled.  At least make it 90% of teh cost back.

And as for units using powers within the bunker, I think that &#039;s great.  Some of them make a lot of sense - like sniping.  Drop pods and nukes could require the ghost to be in open territory to communicate with satellites, or something like that, so that they couldn&#039;t work in a bunker.  Similarly Psi Storm might require the DT to be exposed to the same atmosphere as the target site.
Healing could work, but only if units were closer to the bunker.  
As for activiting these powers, presumably there is now some sort of bunker mini-menu with the options of those units inside showing.  Or you click on the bunker, and then click on the unit to access powers.</description>
		<content:encoded><![CDATA[<p>Hey Mercutio,</p>
<p>I agree it is frustrating to have things constantly change around, but I think part of the idea is that if you see something you really like in one of these updates, that it gives you a chance to say so and hopefully keep it in.  </p>
<p>For the most part, I expect the development is progressing along its own lines, but in at least a couple of ways they have taken notice of the fans&#8217; opinions.  And with such a changing and adapting process of producing the game, it shows that the developers are open to new ideas &#8211; if new and interesting units like the Thor, and old faithfuls like the Firebat are being messed around with, it shows that anything goes.</p>
<p>On another point, getting 100% of resources back for a building doesn&#8217;t make sense.  There must be some cost, something that can&#8217;t be recycled.  At least make it 90% of teh cost back.</p>
<p>And as for units using powers within the bunker, I think that &#8216;s great.  Some of them make a lot of sense &#8211; like sniping.  Drop pods and nukes could require the ghost to be in open territory to communicate with satellites, or something like that, so that they couldn&#8217;t work in a bunker.  Similarly Psi Storm might require the DT to be exposed to the same atmosphere as the target site.<br />
Healing could work, but only if units were closer to the bunker.<br />
As for activiting these powers, presumably there is now some sort of bunker mini-menu with the options of those units inside showing.  Or you click on the bunker, and then click on the unit to access powers.</p>
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		<title>By: Mercutio</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2202</link>
		<dc:creator>Mercutio</dc:creator>
		<pubDate>Tue, 12 Feb 2008 04:54:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2202</guid>
		<description>It&#039;s been awhile since I&#039;ve posted...

I have to say that, while this certainly seems cool and all, and I&#039;m glad to see the spider mines coming back... exactly how many more iterations are we going to get here?

First we don&#039;t have Firebats, then we do, then we don&#039;t again, then we have Marauders. The Thor is going on, what, its fourth facelift? The Cobra has come and gone. God only KNOWS what&#039;s up  with the Protoss Mothership these days and how it&#039;s going to work.

I mean, we can argue about whether or not Medics healing from inside the bunkers isOP, but what&#039;s the point? They&#039;ll change it again in two weeks. I don&#039;t mind being privy to Blizzard&#039;s design process, god knows its superior to their &#039;we won&#039;t explain our reasons for anything ever&#039; approach on World of Warcraft, but I&#039;d rather know about overarching goals and how they&#039;re proceeding towards them and other more higher-level concepts they&#039;re working on than getting long digressions on a specific unit or specific strategy that both Karune knows and WE know won&#039;t apply in two weeks time.</description>
		<content:encoded><![CDATA[<p>It&#8217;s been awhile since I&#8217;ve posted&#8230;</p>
<p>I have to say that, while this certainly seems cool and all, and I&#8217;m glad to see the spider mines coming back&#8230; exactly how many more iterations are we going to get here?</p>
<p>First we don&#8217;t have Firebats, then we do, then we don&#8217;t again, then we have Marauders. The Thor is going on, what, its fourth facelift? The Cobra has come and gone. God only KNOWS what&#8217;s up  with the Protoss Mothership these days and how it&#8217;s going to work.</p>
<p>I mean, we can argue about whether or not Medics healing from inside the bunkers isOP, but what&#8217;s the point? They&#8217;ll change it again in two weeks. I don&#8217;t mind being privy to Blizzard&#8217;s design process, god knows its superior to their &#8216;we won&#8217;t explain our reasons for anything ever&#8217; approach on World of Warcraft, but I&#8217;d rather know about overarching goals and how they&#8217;re proceeding towards them and other more higher-level concepts they&#8217;re working on than getting long digressions on a specific unit or specific strategy that both Karune knows and WE know won&#8217;t apply in two weeks time.</p>
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		<title>By: Dill</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2199</link>
		<dc:creator>Dill</dc:creator>
		<pubDate>Mon, 11 Feb 2008 22:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2199</guid>
		<description>The high templar seems like it could fill in thew &quot;instant splash&quot; in a way (It won&#039;t be instant and will need some micromanagement, but is still a fast chunk of area damage.)  The colossus seems like it will be a very damaging unit overall, though, and always has been.</description>
		<content:encoded><![CDATA[<p>The high templar seems like it could fill in thew &#8220;instant splash&#8221; in a way (It won&#8217;t be instant and will need some micromanagement, but is still a fast chunk of area damage.)  The colossus seems like it will be a very damaging unit overall, though, and always has been.</p>
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		<title>By: Spiral Architect</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2198</link>
		<dc:creator>Spiral Architect</dc:creator>
		<pubDate>Mon, 11 Feb 2008 17:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2198</guid>
		<description>Well, no one said the Colossus is a 1:1 replacement to the Reaver.

Maybe they can give it some other ability to make it more interesting.</description>
		<content:encoded><![CDATA[<p>Well, no one said the Colossus is a 1:1 replacement to the Reaver.</p>
<p>Maybe they can give it some other ability to make it more interesting.</p>
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		<title>By: battlarmd</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2197</link>
		<dc:creator>battlarmd</dc:creator>
		<pubDate>Mon, 11 Feb 2008 16:02:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2197</guid>
		<description>I would want to second the splash damage comment. Linear damage is darn cool, visually impressive, but it serves a very different use strategically, and as the colossus&#039; beam damage is NOT that great, even if the bean is a horizonal bean, we are just talking about a 40 damage max per sec, which is still very different from a sacrab exploding at 125 damage.  Let me try to explain more.

In SC1, Reavers plays a dominant role in stopping zerg hoards and raiding economy lines. Drop a reaver, BOMB BOMB, and you lift off and go. Sure, now you have a Phase-prism and a colossus coming through, but by the time the beam chases down the SCVs, most would have been long gone. Currently, zerg has banelings and terrans still have tanks, but the protoss still don&#039;t have any unit that can hit above 60 dam spontaneously, and take to my book, is still lacking.

I am still waiting for the protoss to unveil a unit with a strong punch, and will be sorely disappointed if they turn out to have none.</description>
		<content:encoded><![CDATA[<p>I would want to second the splash damage comment. Linear damage is darn cool, visually impressive, but it serves a very different use strategically, and as the colossus&#8217; beam damage is NOT that great, even if the bean is a horizonal bean, we are just talking about a 40 damage max per sec, which is still very different from a sacrab exploding at 125 damage.  Let me try to explain more.</p>
<p>In SC1, Reavers plays a dominant role in stopping zerg hoards and raiding economy lines. Drop a reaver, BOMB BOMB, and you lift off and go. Sure, now you have a Phase-prism and a colossus coming through, but by the time the beam chases down the SCVs, most would have been long gone. Currently, zerg has banelings and terrans still have tanks, but the protoss still don&#8217;t have any unit that can hit above 60 dam spontaneously, and take to my book, is still lacking.</p>
<p>I am still waiting for the protoss to unveil a unit with a strong punch, and will be sorely disappointed if they turn out to have none.</p>
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		<title>By: Ken</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2196</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Mon, 11 Feb 2008 04:24:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2196</guid>
		<description>surpise surprise... no zerg updates... anyway..

I would like to comment on the Nomad&#039;s new mine drone ability. Let me get this straight... the Nomad deploys a cloaking, self-sustaining spidermine factory?!? What the heck is up with that? It better be easy to kill when spotted coz I imagine it giving my ground forces some hell to experience...And the new bunker push... sweet Jesus, its almost invincible! I wonder what kind of equipment the medic uses to heal the SCV from inside the bunker... Freaky!!! I hope that changes as well.

Also, in my opinion, the Colossus&#039; new linear damage may be cooler and more useful now, but take note, it still differs a lot compared to the splash damage done by the Reaver&#039;s scarab. Linear damage is kinda like the Lurker&#039;s attack in BW. Therefore, placement is very important and defending against it would be rather different.

All in all, I think these new revelations have totally made creative and new strategies in the minds of the gamers. A new pool of strategies are being made and thought of at this very moment! Thanks for such an accurate update. SC2 blog is kickin&#039; ass!!! (but still, only 2nd best to TL.net, no offense...)</description>
		<content:encoded><![CDATA[<p>surpise surprise&#8230; no zerg updates&#8230; anyway..</p>
<p>I would like to comment on the Nomad&#8217;s new mine drone ability. Let me get this straight&#8230; the Nomad deploys a cloaking, self-sustaining spidermine factory?!? What the heck is up with that? It better be easy to kill when spotted coz I imagine it giving my ground forces some hell to experience&#8230;And the new bunker push&#8230; sweet Jesus, its almost invincible! I wonder what kind of equipment the medic uses to heal the SCV from inside the bunker&#8230; Freaky!!! I hope that changes as well.</p>
<p>Also, in my opinion, the Colossus&#8217; new linear damage may be cooler and more useful now, but take note, it still differs a lot compared to the splash damage done by the Reaver&#8217;s scarab. Linear damage is kinda like the Lurker&#8217;s attack in BW. Therefore, placement is very important and defending against it would be rather different.</p>
<p>All in all, I think these new revelations have totally made creative and new strategies in the minds of the gamers. A new pool of strategies are being made and thought of at this very moment! Thanks for such an accurate update. SC2 blog is kickin&#8217; ass!!! (but still, only 2nd best to TL.net, no offense&#8230;)</p>
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		<title>By: Dill</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2195</link>
		<dc:creator>Dill</dc:creator>
		<pubDate>Mon, 11 Feb 2008 04:15:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2195</guid>
		<description>Heal(for outside units) and snipe seem pretty iffy, ghost drops seem way overpowered.</description>
		<content:encoded><![CDATA[<p>Heal(for outside units) and snipe seem pretty iffy, ghost drops seem way overpowered.</p>
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		<title>By: SteelVelocity</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2194</link>
		<dc:creator>SteelVelocity</dc:creator>
		<pubDate>Mon, 11 Feb 2008 03:47:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2194</guid>
		<description>Snipers poppin&#039; people out inside bunkers will definetly play a role in my strategy.</description>
		<content:encoded><![CDATA[<p>Snipers poppin&#8217; people out inside bunkers will definetly play a role in my strategy.</p>
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		<title>By: Scott</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2192</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Mon, 11 Feb 2008 00:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2192</guid>
		<description>I think medics should only be able to heal other units within the bunker, but not units outside.  As is it sounds terribly overpowered.  But I agree that other units should be able to use their abilities.</description>
		<content:encoded><![CDATA[<p>I think medics should only be able to heal other units within the bunker, but not units outside.  As is it sounds terribly overpowered.  But I agree that other units should be able to use their abilities.</p>
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		<title>By: MechaBeast</title>
		<link>http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2191</link>
		<dc:creator>MechaBeast</dc:creator>
		<pubDate>Mon, 11 Feb 2008 00:26:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/10/qa-29-bunker-evolved-nomad-mines-starcraft-2s-fair-ai/#comment-2191</guid>
		<description>I would like to see Starcraft devs take a look a what abilities are physically plausible when integrating them into SC2.  I&#039;m sure medics healing inside the bunker does not effect game play balance, but come on here.  She&#039;s inside.  The marine is outside.  Its not hard.  Anti-grav falls into this category too.

Awesome features to the Nomad, but please fix the special ability that makes it look uglier than sin.  I&#039;d rather the Nomad just create a mine field for 50 mana.  Once a mine blows someone up the damn thing would just de-cloak and be destroyed anyhow</description>
		<content:encoded><![CDATA[<p>I would like to see Starcraft devs take a look a what abilities are physically plausible when integrating them into SC2.  I&#8217;m sure medics healing inside the bunker does not effect game play balance, but come on here.  She&#8217;s inside.  The marine is outside.  Its not hard.  Anti-grav falls into this category too.</p>
<p>Awesome features to the Nomad, but please fix the special ability that makes it look uglier than sin.  I&#8217;d rather the Nomad just create a mine field for 50 mana.  Once a mine blows someone up the damn thing would just de-cloak and be destroyed anyhow</p>
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