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	<title>SC2 Blog &#187; Battle Report</title>
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	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>Battle Report 4: David Kim&#8217;s Terrible Terrible Damage</title>
		<link>http://www.sc2blog.com/2009/10/21/battle-report-4-david-kims-terrible-terrible-damage/</link>
		<comments>http://www.sc2blog.com/2009/10/21/battle-report-4-david-kims-terrible-terrible-damage/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 20:44:27 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2705</guid>
		<description><![CDATA[The fourth Battle Report has been officially released! The battle report has been leaked to the net a couple of days ago, but now&#8217;s your chance to download a high-quality version straight from Blizzard&#8217;s official page, where you can also opt to watch it streaming along with the transcription of the shoutcast. The current Battle [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.starcraft2.com/features/battlereports/4.xml" target="_blank">fourth Battle Report</a> has been officially released! The battle report has been leaked to the net a couple of days ago, but now&#8217;s your chance to download a high-quality version straight from Blizzard&#8217;s official page, where you can also opt to watch it streaming along with the transcription of the shoutcast. The current Battle Report takes place in the StarCraft 2 incarnation of the legendary <strong>Lost Temple</strong> &#8211; an original StarCraft 2v2 ladder map that was extremely popular for 1v1s as well.</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/10/Lost-Temple.png"><img class="aligncenter size-full wp-image-2714" title="Lost Temple" src="http://www.sc2blog.com/wp-content/uploads/2009/10/Lost-Temple.png" alt="Lost Temple" width="602" height="462" /></a></p>
<p>StarCraft 2&#8217;s version of the Lost Temple has the following distinctive terrain features:</p>
<ul>
<li>Very narrow main base choke points</li>
<li> Unlike the classic version, the top player&#8217;s natural expansion is placed to the left, at 11:00, instead of 01:00</li>
<li> Two Xel&#8217;Naga watch towers are placed at key center locations</li>
<li> Destructible Rocks block high yield mineral mining spots</li>
<li>High ground locations have been &#8220;<span style="color: #ff6600;"><strong>standardized</strong></span>&#8221; to eliminate the original Lost Temple&#8217;s slight imbalances</li>
</ul>
<p>The match itself is as fast and brutal as <a href="http://www.sc2blog.com/2009/06/24/battle-report-3-starcraft-2-is-freaking-awesome/" target="_blank">all StarCraft 2</a> games <a href="http://www.sc2blog.com/2009/04/16/fan-site-q-br-2-released/" target="_blank">we&#8217;ve witnessed</a> to <a href="http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/" target="_blank">this point</a>. However, it was different in some key aspects, many dependent on the nature of the map, which has most of the minerals in the surrounding areas and a large open space in the middle.</p>
<p>It was very apparent that the Terran player, David Kim, prepared for a long game. He invested in an <strong>Orbital Command</strong> to call down <strong>Mules </strong>and gain an economic advantage very early on &#8211; just after constructing his first Barracks, in fact. Later, only 5 minutes into the game, he builds <strong>two command centers concurrently</strong>, floating one to his natural and another to the island. The Protoss player, Yeon-Ho Lee, had his natural expansion up at that point as well. The Terran also carefully blocked the entrance to his main base using the crucial &#8220;Gateway&#8221; Supply Depots, denying the Protoss important information about his base and making any early attack virtually impossible.</p>
<p><img class="aligncenter size-full wp-image-2715" title="Double Command Center next to the blocked ramp" src="http://www.sc2blog.com/wp-content/uploads/2009/10/CC-+-ramp-block.jpg" alt="Double Command Center next to the blocked ramp" width="609" height="250" /></p>
<p>The battles between the two opponents went back and forth with their large standing armies, but also took place in their naked home fronts. Both players successfully harassed each other&#8217;s mineral lines many times, scoring important hits and damaging the enemy economy.</p>
<p><img class="aligncenter size-full wp-image-2718" title="Standing Armies" src="http://www.sc2blog.com/wp-content/uploads/2009/10/Standing-Armies.png" alt="Standing Armies" width="611" height="491" /></p>
<p>In a devastating move, the Protoss player easily sent an undisturbed <strong>Phase Prism</strong> over to the Terran&#8217;s island expansion, knocking it out without even needing to load it up with troops first &#8211; just by acting as a power generator and warping in four Zealots from four <strong>Warpgates</strong>. The Terran player was the clear master of harassment, though, using the superfast Hellions to sneak past defensive lines, dropping units all over the enemy mineral lines and hidden cliffs, using stimmed reapers for hit and run attacks, and finishing with some extraordinary terrible, terrible damage&#8230;</p>
<p><img class="aligncenter size-full wp-image-2716" title="Hellion Drop" src="http://www.sc2blog.com/wp-content/uploads/2009/10/Hellion-Drop.png" alt="Hellion Drop" width="609" height="406" /></p>
<p>The two players were able to set up impressive economies, and the battle remained undecided very late into the match. The Protoss player made impressive use of the new <strong>Psi-Storm,</strong> making short work of the Terran player&#8217;s tier 1 army, and did a great job constantly being on the attack.</p>
<p style="text-align: center;"><img class="size-full wp-image-2719 aligncenter" title="Holy Psi-Storm, Batman!" src="http://www.sc2blog.com/wp-content/uploads/2009/10/Psi-Storm-killing-Marauders.png" alt="Holy Psi-Storm, Batman!" width="599" height="374" /></p>
<p>Unfortunately, his late game unit use showed that he&#8217;s not an expert Protoss player, choosing to use <strong>Colossi </strong>and <strong>Stalkers </strong>against the armored <strong>Thors </strong>and against <strong>Marauders</strong>, which have a bonus against armored units. As well, and as Dustin comments, he fails to use the <strong>High Templar&#8217;s new Phase Shift ability</strong>, which would have taken out individual Thors out of battles, leaving the reduced Terran army crippled. A smart use of <strong>Immortals</strong>, which are resistant to the highly damaging attacks of the Thors, coupled with Phase Shift, might have made all the difference in this one.</p>
<p><img class="aligncenter size-full wp-image-2720" title="Thor vs Colossus" src="http://www.sc2blog.com/wp-content/uploads/2009/10/Thor-vs-Colossus.png" alt="Thor vs Colossus" width="607" height="364" /></p>
<p>However, what really sealed the deal was David Kim&#8217;s expert use of a <strong><span style="color: #ff6600;">single Ghost riding in a single Medivac Dropship</span></strong>. This successful team managed to drop 5 Nukes in succession, utterly devastating the Protoss Player&#8217;s economy, Warpgate farm, expansions, and <em>will to fight</em>. No screengrabs for these, since it will not do the effect justice! This paved the way for the Terran forces to walk all over the leftovers, prompting a &#8220;gg&#8221; from Yeon-Ho Lee.</p>
<p>Indeed, Nukes are no longer the &#8220;coup de grace&#8221; weapon of StarCraft 1, but an amazing tactical weapon to be used in normal games, with the <strong>potential to turn the tide of battle </strong>if used correctly.</p>
<p>A very interesting and intense game, once again dominated by David Kim. When will he be dethroned? Perhaps in the upcoming beta&#8230;</p>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
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		<title>Battle Report 3: StarCraft 2 is Freaking Awesome</title>
		<link>http://www.sc2blog.com/2009/06/24/battle-report-3-starcraft-2-is-freaking-awesome/</link>
		<comments>http://www.sc2blog.com/2009/06/24/battle-report-3-starcraft-2-is-freaking-awesome/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 16:37:17 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2227</guid>
		<description><![CDATA[The 3rd, and best yet, StarCraft 2 Battle Report has been officially released. An epic clash between the Protoss and Zerg on Scrap Yard &#8211; a brand new StarCraft 2 map with very distinctive design and terrain features. The game is fast-paced, with the first conflict taking place just two minutes into the game.

David Kim, [...]]]></description>
			<content:encoded><![CDATA[<p>The 3rd, and best yet, StarCraft 2 Battle Report has been <a href="http://www.starcraft2.com/features/battlereports/3.xml" target="_blank"><em><strong>officially</strong></em> released</a>. An epic clash between the Protoss and Zerg on <a href="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg">Scrap Yard</a> &#8211; a brand new StarCraft 2 map with very distinctive design and terrain features. The game is fast-paced, with the first conflict taking place just two minutes into the game.</p>
<p style="text-align: center;"><img class="size-full wp-image-2228 aligncenter" title="StarCraft Battle Report 3 Opening" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Battle_Report_3.jpg" alt="StarCraft Battle Report 3 Opening" width="575" height="299" /></p>
<p>David Kim, associate game balance designer, has shown that he can handle the Protoss race just as well after winning the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/" target="_blank">last Battle Report game</a> as the Terran. He shines with the Protoss, handling their forces in an intelligent manner and beautifully micromanages his few units to inflict maximum damage on the Zerg enemy. It&#8217;s so good, in fact, that in some points it&#8217;s hard to believe the game wasn&#8217;t orchestrated in advance.</p>
<p>Consistent with <a href="http://www.sc2blog.com/category/battle-report/">previous Battle Reports</a>, this game also includes the unveiling of a new terrain feature, which was likely introduced due to the fact that <em>Brush</em> wouldn&#8217;t fit well on the metallic platforms where the battle at hand takes place.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2239" title="Disruptors, Protoss' new secret weapons, hide behind the thick smoke" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Smoke.PNG" alt="Smoke" width="350" height="255" /></p>
<p>This brings the list of StarCraft 2 terrain features to:</p>
<ul>
<li><a href="../category/2007/10/30/starcraft-2-qa-19-exploding-doodads-and-protoss-nutrition/">Destroyable barriers</a></li>
<li><a href="../category/2007/07/01/qa-4-yellow-minerals-resource-sharing-allied-chat-zealot-charge-and-future-updates/">High yield minerals</a></li>
<li><a href="../category/2008/10/08/playing-catch-up-septermber-re-covered/">Xel’ Naga Watch Towers</a></li>
<li><strong>Brush</strong></li>
<li><strong><strong><span style="color: #ff6600;">Smoke<br />
</span></strong></strong></li>
</ul>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg"><img class="size-full wp-image-2230 aligncenter" title="Scrap Yard StarCraft 2 Map with Terrain Marks" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg" alt="Scrap Yard StarCraft 2 Map with Terrain Marks" width="601" height="441" /></a></p>
<h5 style="text-align: center;"><em><em>*Green – <span style="color: #339966;">Smoke </span>. *Yellow Squares = <span style="color: #ffff00;">Starting Spots</span>. <span style="color: #ffff00;"> </span> *Red = <span style="color: #ff0000;">High Yield</span></em></em></h5>
<p>The map&#8217;s topography puts the opponents very close to each other, separated by a gap of space and a bridge with a destructible rock barrier. Scrapyard&#8217;s <em>smoke</em> placement is somewhat similar to the <em>brush</em> placement in <a href="http://www.sc2blog.com/wp-content/uploads/2009/04/blistering-sands.jpg">Blistering Sands of Battle Report 2</a>, providing enemy forces with a <strong>retreat/regroup/ambush</strong> option at the very entrance of the main bases&#8217; ramps. The ramps are wider than &#8220;normal&#8221;, which makes sealing them early on more expensive and complicated.</p>
<p><strong>Battle Highlights:<br />
</strong></p>
<ul>
<li> Expansion harassment takes its toll on the Zerg player, preventing an early expansion and <strong>forcing the Zerg to expand 2 minutes later than planned.</strong></li>
<li>The <strong>Nullifier</strong>, recently renamed &#8220;<strong>Disruptor</strong>&#8220;, is showcased as a potent defense and trapping tool, easily dealing with Zergling harassment at <span style="color: #ff6600;"><strong>6:05</strong></span>, and demonstrating beautiful divide &amp; conquer tactics at <span style="color: #ff6600;"><strong>7:25-8:10</strong></span> to cut the Zerg forces into manageable batches time after time. This unit has been used extensively and skillfully throughout the game, defensively and offensively, and looks to be a great addition to the Protoss arsenal of powerful units which benefit greatly from smart, precise use.</li>
</ul>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p style="text-align: center;"><img class="size-full wp-image-2244 aligncenter" title="Disruptors neatly divide the Zerg force down the middle" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Forcefield-2.PNG" alt="Disruptors neatly divide the Zerg force down the middle" width="462" height="378" /></p>
<ul>
<li>A<strong> Dark Pylon</strong> is seen in &#8220;action&#8221; near the Protoss main mineral line, enhancing the Probes&#8217; harvest rate. This is a remnant from earlier build, before the <a href="http://www.sc2blog.com/2009/06/13/karunology-emp-vs-protoss-shields-qa-52-mapmaker-series/" target="_blank">Dark Pylon was replaced with the <strong>Obelisk</strong></a>.</li>
<li><strong>Stalkers </strong>and <strong>Roaches </strong>clash around <span style="color: #ff6600;"><strong>9:00</strong></span>, with the Protoss micromanaging the Zerg forces into oblivion while continually warping in more and more forces to aid his outnumbered army, eventually chasing the Zerg forces down by blinking into range. The Roaches have also been used well, burrowing in and out of battle to avoid the death blow and quickly regenerate their health.</li>
</ul>
<p><img class="size-full wp-image-2233 aligncenter" title="Protoss Counter Attacks by Chasing Down the Zerg Roaches" src="http://www.sc2blog.com/wp-content/uploads/2009/06/blinking_in.jpg" alt="Protoss Counter Attacks by Chasing Down the Zerg Roaches" width="597" height="332" /></p>
<ul>
<li>David proceeds with some <strong>Overlord </strong>hunting using his single<strong> Phoenix</strong>, but the Phoenix&#8217; true value is shown when its <strong>Graviton beam renders the Zerg Queen helpless</strong> while a <strong>Void Ray</strong> quickly melts it down at <span style="color: #ff6600;"><strong>11:00</strong></span>.</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-2242 aligncenter" title="Targetted assassination by the Phoenix/Void Ray combo" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Graviton.PNG" alt="Targetted assassination by the Phoenix/Void Ray combo" width="330" height="374" /></p>
<ul>
<li>Banelings deliver a <strong>massive blow to the Protoss economy </strong>at <span style="color: #ff6600;"><strong>12:00</strong></span>, evaporating around a dozen Probes in a second.</li>
<li>The Protoss, on the counter-attack, decide to cut through the destructible rocks and make a shorter land path to the Zerg base&#8230; only to run into more cleverly burrowed Banelings, which quickly obliterate an entire company of bunched up Zealots.</li>
<li> The Zerg employs its mind-controlling Infestor for the first time at <span style="color: #ff6600;"><strong>14:12</strong></span> to take control of the Protoss <strong>Immortal </strong>- a portent of things to come.</li>
<li>Total pwnage ensues at <span style="color: #ff6600;"><strong>15:55</strong></span> when two Neural Parasite controlled Colossi &#8220;team up&#8221; with a hoard of Zerglings to eradicate a large self-trapped Protoss force.</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-2234 aligncenter" title="Neural Parasite is a decisive factor in this battle" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Zerg_Colossus.jpg" alt="Zerg Controlled Colossus" width="609" height="387" /></p>
<p>It&#8217;s at that very point of the Zerg&#8217;s triumph that the <em>true nature</em> of StarCraft becomes apparent. StarCraft 2 is first of all a macromanagement RTS, and virtually no amount of micromanaging will save a player lagging behind from defeat. The Protoss player has maintained an economic advantage throughout the game and is able to sustain heavy losses for the purpose of distracting his opponent while pressing the offensive on two other fronts, completely obliterating the Zerg&#8217;s economy just seconds after losing the major battle by warping forces right into the Zerg&#8217;s nearly-defenseless expansions. The Zerg quickly yields with a &#8220;gg&#8221; as this excellent match comes to an end.</p>
<p>This Battle Report represents StarCraft 2 a lot better than the previous two instances. Both players keep the pressure on each other throughout the match with every available resource, from the first Probe blocking the Zerg&#8217;s expansion to the Phoenix/Void Ray combo picking off key Zerg units. It&#8217;s very apparent that the Blizzard players have had a while to work on their game and have reached the point where they&#8217;re proficient with both the tactical and strategic aspects of it. No unit goes to waste and every ability is used to maximum utility, from the Stalkers&#8217; Blink to the Disruptors&#8217; well-placed Force Fields.</p>
<p style="text-align: center;"><img class="size-full wp-image-2245 aligncenter" title="Another successful use of Force Field keeps the Zerg defense forces outside the Zerg base" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Forcefield-3.PNG" alt="Another successful use of Force Field keeps the Zerg defense forces outside the Zerg base" width="430" height="307" /></p>
<p>Disruptors are definitely the surprise of this game, being built and magnificently used by the Protoss player before any other unit, replacing the Zealot in its traditional role as the Protoss&#8217; first offensive unit. However, this does not mean that Disruptors are now <em>required</em> to play an effective Protoss game &#8211; both Zealots and Stalkers could easily be used alone or together in their stead to produce a viable early-game strategy.</p>
<p>With all signs pointing to the beta starting in the very near future, this Battle Report is great for exhibiting how far StarCraft 2 has already come. It shows that the game features all the strengths that made StarCraft 1 a masterpiece &#8211; and then adds some more into the mix.</p>
<p>Watch:</p>
<p><a href="http://www.starcraft2.com/features/battlereports/3.xml">Battle Report 3 on StarCraft2.com</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport3/SC2-battlereport-3_ESRB-downloader.exe">Download for Windows</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport3/SC2-battlereport-3_ESRB-downloader.zip">Download for Mac</a></p>
]]></content:encoded>
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		<slash:comments>37</slash:comments>
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		<item>
		<title>Karunology: Battle Report 2 Clarifications and MULE Origins</title>
		<link>http://www.sc2blog.com/2009/04/28/karunology-battle-report-2-clarifications-and-mule-origins/</link>
		<comments>http://www.sc2blog.com/2009/04/28/karunology-battle-report-2-clarifications-and-mule-origins/#comments</comments>
		<pubDate>Tue, 28 Apr 2009 10:44:25 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1919</guid>
		<description><![CDATA[The official Battle.net forums were flooded with many questions after the latest Battle Report, which constituted the first showcasing of StarCraft 2 in four months. Karune and the blues did their best to answer some important ones, which we have collected in this post.
First up, Cavez on the new Hydralisk melee attack:
It does not change [...]]]></description>
			<content:encoded><![CDATA[<p>The official Battle.net forums were flooded with many questions after the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/" target="_blank">latest Battle Report</a>, which constituted the first showcasing of StarCraft 2 <a href="http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/" target="_blank">in four months</a>. Karune and the blues did their best to answer some important ones, which we have collected in this post.</p>
<p>First up, Cavez on the new<strong> <a href="http://www.youtube.com/watch?v=TtO5WSoLD6M&amp;eurl=http%3A%2F%2Fwww.sc2blog.com%2F&amp;feature=player_embedded" target="_blank">Hydralisk melee attack</a></strong>:</p>
<blockquote><p><span style="color: #00ccff;"><strong>It does not change the damage at all</strong>. It has the same attack rate and does exactly the same damage as the regular hydralisk attack. It is just visual.</span></p></blockquote>
<p>Seeing how some of StarCraft&#8217;s units already had a different attack depending on whether the target was on the ground or in the air, it&#8217;s not so much of a stretch to have units change their attack when approaching close-combat range. It will be interesting to see if this evolves into a different attack, stat wise &#8211; just like the difference between StarCraft 1&#8217;s <strong><a href="http://classic.battle.net/scc/terran/ugl.shtml" target="_blank">Goliath</a> </strong>ground and air attacks, and similar to the highly developed mechanism found in the Dawn of War RTS games.</p>
<p>For example, the <a href="http://en.wikipedia.org/wiki/Vehicles_of_the_Space_Marines_(Warhammer_40,000)#Dreadnought" target="_blank">Space Marine Dreadnought</a> can use its flamers or long range assault cannons from a distance &#8211; but when it gets close enough, it starts grabbing enemy infantry units, crushing them in its giant, mechanical hands &#8211; dealing significantly more damage, and often killing them in one strike.</p>
<p style="text-align: center;"><img class="size-full wp-image-1927 aligncenter" title="Dreadnaught crushing Banshees in its huge, mechanical hands" src="http://www.sc2blog.com/wp-content/uploads/2009/04/dreadnaught.jpg" alt="Dreadnaught crushing Banshees in its huge, mechanical hands" width="573" height="304" /></p>
<p>Next up, a bunch of<strong> Planetary Fortress </strong>goodness from Karune. When asked about its usefulness compared to the <strong>Orbital Command</strong>, he replied:</p>
<blockquote><p><span style="color: #00ccff;">Currently in testing, the PF (Planetary Fortress) is already quite beefy &#8211; It&#8217;s ground attack has been <strong>buffed to 40 damage and has a 6 range.</strong> When upgrading to a PF, your <span class="wikilink">command center</span> also gets <strong>+2 <span class="wikilink">building armor</span></strong>, making this building a very formidable obstacle, especially with 20 SCVs repairing at the same time. There have been many games I&#8217;ve seen the PF hold off raiding forces and sometimes even attacking forces by itself and SCVs. While I wouldn&#8217;t think it&#8217;d be wise to convert your first Command Center to a PF, <strong>converting strategic expansions could be helpful, such as those at high yields or may be farther away from the rest of your bases.</strong></span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><strong><span style="color: #000000;">n</span><br />
</strong></span></p>
<p><span style="color: #00ccff;">On a side note cause I&#8217;m sure somebody is wondering this as well &#8211; the PF upgrade costs 150 minerals and 150 gas whereas the Orbital Command upgrade costs just 150 minerals. The PF prerequisite building is the <span class="wikilink">Engineering Bay</span> and the Orbital Command prerequisite building is the <span class="wikilink">Barracks</span>.</span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><span style="color: #000000;">n</span><br />
</span></p>
<p><span style="color: #00ccff;">The PF does splash damage as well.</span></p></blockquote>
<p>The Planetary Fortress is a real beast. The Terran Command Center is one of the toughest buildings in the game as is, and transforming it into a <strong>splash-damage dealing, heavily armored fortress, which can be fixed by plenty of SCVs </strong>at the same time (due to its girth) will make Terran Expansions hard to take down without dedicated effort. It&#8217;s so powerful, in fact, that some use it for offensive purposes:</p>
<blockquote><p><span style="color: #00ccff;">Yup, they make for some pretty humorous games, though keep in mind each one of these are a 550 minerals and 150 gas investment. It takes quite a bit of time to build + upgrade, but if you could pull it off early game (assuming your opponent does not scout) it will surely keep them bottled up until tier 2 or 3 where more mobility comes online. To mount an attack on a Planetary Fortress takes quite a good number of units. Usually it would be better to bypass it if you can.</span></p>
<p><span style="color: #00ccff;">This is of course more of a gimmick than a strategy that will have high success repetitively <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p></blockquote>
<h6><em>Boxer, take notice.</em></h6>
<p style="text-align: center;"><span style="color: #00ccff;"><img class="size-full wp-image-1926 aligncenter" title="Planetary Fortress. Don't mess with it." src="http://www.sc2blog.com/wp-content/uploads/2009/04/planetary-fortress2.jpg" alt="Planetary Fortress. Don't mess with it." width="551" height="376" /><br />
</span></p>
<p>Cydra has also confirmed that a Command Center with upgrades can not<strong> be salvaged </strong>- which effectively commits the player to the cost and permanent location of the upgraded Command Center.</p>
<blockquote><p><span style="color: #00ccff;">Once you upgrade your Command Center to Orbital Command or Planetary Fortress, you can&#8217;t undo the upgrades. And you can&#8217;t salvage them.</span></p></blockquote>
<p>This brings the list of limitations to:</p>
<ul>
<li>Can&#8217;t be lifted.</li>
<li>Can’t be upgraded to a different setup or downgraded back to a Command Center (for lift-off purposes).</li>
<li>Can&#8217;t be Salvaged.</li>
</ul>
<p>Cydra mentions the first known <strong>nerf</strong> to the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">Orbital Command</a>&#8217;s <strong>MULEs</strong>, which previously possessed the same attack as SCVs and had no line of sight calldown limitations.</p>
<blockquote><p><span style="color: #00ccff;">True, as long as you have <strong>line of sight on the spot,</strong> you can drop MULE. On the enemy&#8217;s Siege Tanks, on a ramp, etc. <strong>However MULE can&#8217;t attack or repair.</strong></span></p></blockquote>
<p>It&#8217;s worth noting that the Orbital Command&#8217;s calldown subject has changed from being an ordinary mule <a href="http://forums.battle.net/thread.html?topicId=16473972295">to being a MULE</a>. The all uppercase MULE is an acronym, perhaps a reference to Lockheed Martin&#8217;s  <a href="http://en.wikipedia.org/wiki/Multifunctional_Utility/Logistics_and_Equipment"><strong>Multifunction Utility/Logistics and Equipment</strong></a> (MULE) vehicle, but it&#8217;s just as likely to be Blizzard&#8217;s small tribute to the <a href="http://en.wikipedia.org/wiki/M.U.L.E.">legendary M.U.L.E</a> multiplayer video game of 1983.</p>
<blockquote><p>Central to the game is the acquisition and use of &#8220;M.U.L.E.&#8221;s (<strong>Multiple Use Labor Element</strong>) to develop and harvest resources from the player&#8217;s real estate. Depending on how it is outfitted, a M.U.L.E. can be configured to <strong>harvest Energy, Food, Smithore</strong> (from which M.U.L.E.s are constructed), and <strong>Crystite</strong> (a valuable mineral available only at the &#8220;Tournament&#8221; level).</p></blockquote>
<p>Karune has clarified that the Baneling&#8217;s method of transportation  in the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/">recent Battle Report</a> &#8211; walking &#8211; is there to help differentiate it from upgraded Banelings, which roll instead.</p>
<blockquote><p><span style="color: #00ccff;">Yes. In the current build, Banelings are no longer roll but once they get the movement speed upgrade, they have the rolling animation.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-1935" title="Walking Banelings" src="http://www.sc2blog.com/wp-content/uploads/2009/04/walking-banelings.jpg" alt="Walking Banelings" width="324" height="241" /></p>
<p>Lastly, Cydra reconfirms some previously-revealed information regarding the <strong>Nighthawk </strong>and the <strong>Xel&#8217;Naga Watch Tower</strong>, while adding tidbits clarifying its behavior around <strong>Infested Marines</strong> and the Nighthawk&#8217;s deployables:</p>
<blockquote><p><span style="color: #00ccff;">Nighthawk has the detecting ability.</span></p>
<p><span style="color: #00ccff;">Xel&#8217;Naga Watch Tower only can be activated by the ground units.<br />
Infested Marine can activate the Xel&#8217;Naga Watch Tower but Auto-Turret can&#8217;t.</span></p></blockquote>
]]></content:encoded>
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		<title>StarCraft 2 Battle Report 2 &#8211; Review and Analysis</title>
		<link>http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/</link>
		<comments>http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 17:37:02 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1833</guid>
		<description><![CDATA[The second installment of the StarCraft 2 Battle Report series delivered. With both players being &#8220;StarCraft II team&#8217;s associate game balance designers&#8220;, there was little time wasted on figuring things out and both proceeded to pound each other aggressively throughout the game.

Just like the first Battle Report, the map chosen for this match also includes [...]]]></description>
			<content:encoded><![CDATA[<p>The second installment of the StarCraft 2 Battle Report series <strong>delivered</strong>. With both players being &#8220;<em>StarCraft II team&#8217;s associate game balance designers</em>&#8220;, there was little time wasted on figuring things out and both proceeded to pound each other aggressively throughout the game.</p>
<p><img class="aligncenter size-full wp-image-1835" title="Battle Report 2" src="http://www.sc2blog.com/wp-content/uploads/2009/04/battle-report2.jpg" alt="Battle Report 2" width="596" height="327" /></p>
<p>Just like the first Battle Report, the map chosen for this match also includes plenty of <strong>novelties which weren&#8217;t part of StarCraft I&#8217;s terrain:<br />
</strong></p>
<ul>
<li><a href="../2007/10/30/starcraft-2-qa-19-exploding-doodads-and-protoss-nutrition/">Destroyable barriers</a></li>
<li><a href="../2007/07/01/qa-4-yellow-minerals-resource-sharing-allied-chat-zealot-charge-and-future-updates/">High yield minerals</a></li>
<li><a href="../2008/10/08/playing-catch-up-septermber-re-covered/">Xel’ Nage watch towers</a></li>
<li><strong><span style="color: #ff6600;">Brush</span></strong></li>
</ul>
<p>The brand new Brush terrain acts as a line-of-sight barrier; an artificial cliff on plain ground. There are a few obvious usages for it:</p>
<ul>
<li>Retreating units to find cover from ranged pursuers.</li>
<li>Approaching long-range heavy hitters without taking damage.</li>
<li>Ambushing with either Melee or Ranged units &#8211; without scouting, units can easily wander into a close range trap.</li>
</ul>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/04/blistering-sands.jpg"><img class="aligncenter size-full wp-image-1842" title="Blistering Sands StarCrarft 2 Map" src="http://www.sc2blog.com/wp-content/uploads/2009/04/blistering-sands.jpg" alt="Blistering Sands StarCrarft 2 Map" width="609" height="391" /></a></p>
<h5><em>*Green &#8211; <span style="color: #339966;">Brush</span>. *Yellow Squares = <span style="color: #ffff00;">Starting Spots</span>. *Yellow Circles = <span style="color: #ffff00;">Natural Expansions</span>. *Red = <span style="color: #ff0000;">High Yield</span></em></h5>
<p>Blistering Sands includes Brush on top of the second access ramp to the players&#8217; bases, providing a secondary line of defense in case the ramp gets overtaken. Next to each ramp there is another Brush, which is used as a retreating path for attackers. The Zerg player puts it to good use at [<strong>8:41</strong>] to lose the pursuing <strong>Terran Reapers</strong>.</p>
<p>The game includes active use of the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">recently introduced Macro</a> &#8220;Buffs&#8221; &#8211; and indeed, these are no longer chores but decisions made by players to alter their production and resource gathering rates. The Zerg Queens spawns additional larva at [<strong>5:13</strong>] to initiate a counter attack against the early Terran offensive, and the Terran puts the <strong>Mules </strong>to good use in his new expansion at [<strong>19:50</strong>].</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/04/mules.jpg"><img class="aligncenter size-full wp-image-1848" title="StarCraft 2 Mules" src="http://www.sc2blog.com/wp-content/uploads/2009/04/mules.jpg" alt="StarCraft 2 Mules" width="610" height="371" /></a></p>
<p>The Battle includes several interesting battles, which shed a lot of light on the <strong>Terran&#8217;s new best friend &#8211; Splash Damage.</strong> We&#8217;ve mentioned before how the Terran appear to have a lot of Area of Effect attacks &#8220;on paper&#8221; &#8230; well, this match showcases this nicely, without even featuring any ground vehicles.</p>
<p>The Reaper&#8217;s <strong>Detonation Charges</strong> coupled with <strong>Banelings </strong>cause a mutual annihilation of armies at [<strong>10:25</strong>], a <strong>Nighthawk </strong>self-destructs on Banelings in <a href="http://forums.battle.net/thread.html?topicId=16474108714">what was confirmed</a> to be a <strong>Hunter Seeker Missile</strong> mishap at [<strong>14:50</strong>], and Zerg dancing ensues when the Terran goes missile-happy at [<strong>18:30</strong>].</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/04/mutual-destruction.jpg"><img class="aligncenter size-full wp-image-1850" title="Mutual Destruction - Zerg and Terran in their natural enviroment" src="http://www.sc2blog.com/wp-content/uploads/2009/04/mutual-destruction.jpg" alt="Mutual Destruction - Zerg and Terran in their natural enviroment" width="594" height="363" /></a></p>
<p>The Zerg got a chance to showcase many of their new abilities, with Banelings receiving plenty of air time throughout the whole game. With infantry receiving NO HEALING, the Banelings&#8217; splash and the regenerating Roaches usually <strong>had the upper hand on the</strong> <strong>Terran M&amp;M</strong> (that&#8217;s <em>Marauders and Marines</em> now), which later managed to push the Zerg back only with the help of some Aerial support.</p>
<p>Notable features, changes and abilities in this Battle Report include:</p>
<ul>
<li><strong>Infestors </strong>can spawn <strong>Infested Terrans</strong> (ranged Infantry unit), no infestation needed. Appear to pop out in groups of five.</li>
<li>Burrowing does not save you from Hunter-Seeker Missiles.</li>
<li>Each <strong>Marauder takes up two out of four slots</strong> when placed inside a bunker. [<strong>13:31</strong>]</li>
<li>Zerg Banelings don&#8217;t roll, but walk into targets.</li>
<li>The Zerg&#8217;s defensive <em>structure</em>, the <strong>Spine Crawler</strong>, has relatively fast movement speed, but long burrow-setup time [<strong>7:15</strong>]</li>
<li>Terran <strong>Mules insta-mine crystals</strong>, and emerge from drop-pods ralatively quickly when called for.</li>
<li>The Zerg Hydralisk appears to have a Melee attack now, and one is clearly seen here clawing away at a Terran Auto-Turret.</li>
</ul>
<div align="center">
<object width="560" height="340" data="http://www.youtube.com/v/TtO5WSoLD6M" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/TtO5WSoLD6M" /></object>
</div>
<p><br/><br />
The map&#8217;s new qualities play an important and integral role throughout the match. Many battles are waged around the Xel&#8217;Naga watch towers as units tend to gravitate towards it to receive the benefit of its sight range. The Zerg player put constant pressure on the Terran&#8217;s secondary choke point in order to take out the barrier blocking the path leading directly into his base. The Brush was used effectively as a cut off point on open terrain and created another position of interest on the map that a skillful player could exploit.</p>
<p>Collectively, the new terrain features have a great impact on the way the game is played. Every map now comes with a <strong>well defined selection of key points</strong> which grant certain units and races an advantage by default. It will be interesting to see if Blizzard decides to introduce additional terrain features in the future, to take the game even further in this direction.</p>
<p><a href="http://www.starcraft2.com/features/battlereports/2.xml">Watch</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport2/SC2-battlereport-2_ESRB-downloader.exe">Download</a></p>
]]></content:encoded>
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		<slash:comments>27</slash:comments>
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		<item>
		<title>Fan Site Q&amp;A 1: Reactionism, Upgrades; BR #2 Released</title>
		<link>http://www.sc2blog.com/2009/04/16/fan-site-q-br-2-released/</link>
		<comments>http://www.sc2blog.com/2009/04/16/fan-site-q-br-2-released/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 00:13:11 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1773</guid>
		<description><![CDATA[As Karune has put it,
These Q&#38;As have the intention of getting everyone on the same page in regards to StarCraft II’s current status.
TeamLiquid has gotten eleven of their questions answered in a spectacular Q&#38;A session, with six of those purely gameplay oriented, along with two Map Editor questions and three questions covering interface and observer [...]]]></description>
			<content:encoded><![CDATA[<p>As Karune has put it,</p>
<blockquote><p><span style="color: #00ccff;">These Q&amp;As have the intention of getting everyone on the same page in regards to StarCraft II’s current status.</span></p></blockquote>
<p>TeamLiquid has gotten eleven of their questions answered in a <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=91435" target="_blank">spectacular Q&amp;A session</a>, with six of those purely gameplay oriented, along with two Map Editor questions and three questions covering interface and observer technicalities. The gameplay related answers are highly detailed, each pinpointing the exact mechanics and units in question.</p>
<blockquote><p><strong>1. </strong><strong>How’s the current balance and what balance issues have you faced?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;">One of the design challenges we are currently dealing with relates to the Dark Pylon, which doesn’t seem to have enough energy tension between probe buffing and acting as an energy reserve for caster units. With Mules, Terran players have a clear strategy decision every time they chose to call down a Mule, instead of saving for a comsat scan. Similarly, Queens have to use their energy carefully, choosing between expanding creep, producing more larva, and protecting her base as a base defender. Dark Pylons on the other hand, are relatively cheap to produce at 150 minerals, provide Pylon power, allow warp-in and proxy play, cloak units, and act as an energy well for casters in strategic positions, while also supporting an economy with macro resource collecting benefits.</span></p></blockquote>
<p>Blizzard’s goal of introducing <a title="StarCraft 2 Q&amp;A 49 Analysis" href="../2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">significant macro-oriented decisions</a> &#8211; to compensate <a href="http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/">for more advanced automation</a> &#8211; seems to be successful. Players will have to time and calculate the trade-offs of using resource and production enhancing abilities. It appears that both the Zerg and Terran mechanics have been well integrated into the game, adding to the complexity of the macromanagement portion of it without being too artificial or detracting from the fun. However, unlike the relatively non-ubiquitous Command Center and Queen, Dark Pylons, which only cost 150 minerals, have enough combined energy to dilute the decision process with their less limited reserves.</p>
<p><img class="aligncenter size-full wp-image-1787" title="Dark Harvest" src="http://www.sc2blog.com/wp-content/uploads/2009/04/dark-harvest.jpg" alt="Dark Harvest" width="600" height="508" /></p>
<blockquote><p><strong>2. The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely &#8217;snipe&#8217; abilities for players, but with removal of units like the scourge, Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away, in contrast to being able to effectively prevent them. There were for example, no efficient ways of &#8217;sniping&#8217; enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactionary type of gameplay?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>It is true that in StarCraft II, the races have become comparatively more mobile than the original StarCraft. To deal with the new threats mentioned above, scouting and vision have become an even more crucial part in gameplay, as well as building placement to defend against such incursions. Observers are now lower on the tech tree compared to the original StarCraft. Missile turrets can be upgraded with larger range and hit harder as well. Sensor towers can provide early warning of incoming attacks. Additionally, Zerg base defense is now mobile, allowing for quicker adaptation to deal with incoming threats</em></span></p>
<p><span style="color: #00ccff;"><em><br />
</em></span></p>
<p><span style="color: #00ccff;"><em>At higher levels, an RTS will always have some reactionary play, though in some cases you can react preemptively as well, which could force the opponent to react in another way. With these new methods to both scout and defend, it will help a player deal with opponent decisions on attacking more potently. It is true, with all the new mobility mechanics, it is more likely that you’ll have to pull your probes more often and dodge attacks, but at the same time, with better defenses and new abilities like the Queen’s Razor Swarm, warp-in, and many more – you’ll be able to make the enemy pay a much higher price in performing these attacks as well.</em></span></p></blockquote>
<p>While elaborate, this does not really provide an answer to this hard-hitting question. The new options available to players mentioned above are interesting in themselves, but the issue of the transformation of the game into being more reactive than preventative is still on the table.</p>
<p>It&#8217;s worth noting that the Terran do have a &#8220;sniping&#8221; unit now &#8211; the <strong><del datetime="2009-04-17T12:29:18+00:00">Nomad</del> Nighthawk</strong>, which, with its <a href="http://www.sc2blog.com/2009/04/05/no-beta-in-april-hunter-seeker-missile-terran-terra-tron/" target="_blank">new <strong>Hunter-Seeker Missile</strong></a>, should be able to scare off any unit away from the battlefield or obliterate a Dropship before it has managed to unload its cargo.</p>
<blockquote><p><strong>3. In StarCraft, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in StarCraft II, and is the game being designed with them in mind?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>While we don’t try to develop too many of these relationships, there are times we do try to make more rigid balance points like these when we see the need for them.<br />
Examples:<br />
1.       Zealot –Zergling relationship is still there<br />
2. Roach vs. Zerglings have this relationship- 3 shots to kill before, and 2 shots after (then gets countered by +1 armor by zerglings)<br />
3. Reapers scale better than most other units in the game as they normally do 4+4dmg but get +2 per attack upgrade since they fire twice(25% per upgrade compared to the normal 10%)<br />
4.       Marine dies in 1 hit to baneling, 2 hits after combat shield upgrade<br />
5. Marauders get just under the shield of Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)<br />
6. The Colossus kills Marines in 1 shot until they get either armor or combat shields, after which they take 2 shots to kill.</em></span></p></blockquote>
<p>Unit upgrade arms races were, and will remain, one of the finer and most rewarding aspects of a close battle. A team of  <strong>two +1 Zealots could stop hoards of unupgraded Zerglings</strong>, greatly improving the cost efficiency of early upgrades. It seems that these special relationships are particularly abundant when it comes to the Terran Infantry of StarCraft &#8211; with Reapers, Marines and Marauders all receiving unique benefits.</p>
<p><img class="aligncenter size-full wp-image-1790" title="Zealots holding ground against attacking Zerglings" src="http://www.sc2blog.com/wp-content/uploads/2009/04/holding-ground.jpg" alt="Zealots holding ground against attacking Zerglings" width="587" height="326" /></p>
<blockquote><p><strong>4. In the original StarCraft, upgrades would give different units different degrees of improvement, such as a fully upgraded zergling gaining a total 60% attack increase, compared to a dragoon that would gain 30%. In comparison, Warcraft III upgrades were designed so that the percentage improvement per upgrade was approximately the same for each unit. Will upgrades scale in this manner in StarCraft II as well?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>Yes, StarCraft II will follow an upgrade system similar to that of the original StarCraft. Many of the new upgrades really help in almost creating a new type of unit out of a previous one. For example, in early game Stalkers can kite Zealots and easily handle them with micro. When Zealots gain charge, they will easily catch those Stalkers and tear them up. Similarly, when Stalkers get blink, they can continue to micro and use terrain advantages to fight those Zealots. On that same note, Zerglings with their attack speed upgrades make it a far deadlier unit, in line with the original StarCraft. As a design philosophy, we really wanted to make several upgrades allow a shift to the balance of power, creating new battle scenarios as players tech up.</em></span></p>
<p><span style="color: #00ccff;"><em><br />
</em></span></p>
<p><strong>5. In SC and WC3 you can dodge attacks using dropships/zeppelins, or with teleportation spells (ie. blink), or even just superior mobility (in the case of lurker spines).<br />
Can projectiles (and lurker spines in particular) be dodged in SC2?</strong></p>
<p><strong><br />
</strong></p></blockquote>
<blockquote><p><span style="color: #00ccff;"><em>Yes, certain projectiles/abilities like the Lurker spines, Psi Storm, nukes, and the newly-introduced Hunter Seeker missiles can be dodged.</em></span></p></blockquote>
<p style="text-align: center;"><strong><img class="size-full wp-image-1794 aligncenter" title="Hidden Lurker, jumping Marine" src="http://www.sc2blog.com/wp-content/uploads/2009/04/lurkerburrowed.jpg" alt="Hidden Lurker, jumping Marine" width="278" height="212" /></strong></p>
<blockquote><p><strong>6. Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armor, and additional supply count as un-submerged supply depots? Are there any benefits to not having supply depots submerged(other than walling purposes)?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>The only difference between a submerged supply depot and a raised supply depot is the ability to path (or not path) over it.</em></span></p>
<p><span style="color: #00ccff;"><em><br />
</em></span></p>
<p><strong>Map Editor Questions</strong></p>
<p><strong><br />
</strong></p>
<p><strong>7. Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>Yes, it is currently possible to create a map in which units can move from one side to the other, though there isn’t coding provided yet that would allow units to shoot from one side to the other.</em></span></p>
<p><span style="color: #00ccff;"><em><br />
</em></span></p>
<p><strong>8. We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>Yes, players will be able to create special areas on the map as mentioned, though players will probably have to create them using invisible objects with those properties rather than have those properties be tied with the actual visual texture itself.</em></span></p></blockquote>
<p>Since this feature already exists in the WarCraft 3 map editor, the mantra of &#8220;the StarCraft 2 Map Editor is all-capable&#8221; is not even necessary here&#8230; especially considering <a href="http://forums.battle.net/thread.html?topicId=16365946523" target="_blank">Karune&#8217;s recent boastful remark</a>:</p>
<blockquote><p><span style="color: #00ccff;">The Map Editor makes breakfast if you know how to code it.</span></p></blockquote>
<blockquote><p><strong>Technical Questions</strong></p>
<p><strong><br />
</strong></p>
<p><strong>9. What, if any, function will the F2 through F4 keys have in StarCraft II? Has there been any thought of adding additional keys (F5 through F8) to serve as location hotkeys?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>We are working on this now and will give the community an update when the roles of those keys have been decided.</em></span></p>
<p><span style="color: #00ccff;"><em><br />
</em></span></p>
<p><strong>10. Will observers and replays have a player&#8217;s view option, not just see what they have selected but actually move the screen to what they are viewing?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>Yes, viewers will be able to watch from any player’s perspective.</em></span></p></blockquote>
<p>This is a very interesting new concept for observers in RTS games. Following the player&#8217;s view at all times will allow a<strong> unique insight into his playstyle and also make sure the observer is always looking at the action.</strong> That is &#8211; if this interpretation is true, since the answer given is somewhat vague and noncommittal. Things like mouse movement and view are local processes which are not transmitted over the network, so this is not a trivial feature. In WarCraft 3, a similar function was achieved by having the observer follow the <em>units </em>currently selected by the player. Unfortunately, this usually lead to the screen view jumping around incomprehensibly most of the time.</p>
<blockquote><p><strong>11. Will people be able to join games after they&#8217;ve started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;"><em>No, players will not be able to join after a game has started, though we have yet to decide how to handle observers in a game and who has the right to boot players.</em></span></p></blockquote>
<p>Also of interest are the questions which Blizzard had received from TeamLiquid but <strong>has not provided an answer for</strong>:</p>
<blockquote><p>1. What strategies/units are being used in different matchups? In BW terran for example uses exclusively mech against protoss, could you give some brief examples of what it&#8217;s like in SC2 right now, and how it has evolved during development?<br />
<br/><br />
<strong><span style="color: #ff6600;">8. Are there still plans for making the editor available during the beta period?</span></strong><br />
<br/><br />
14. Will there be backwards compatibility for watching older replays on newer versions of sc (for example by keeping all the patch data of previous versions backed up)? Will we be able to watch replays online with friends? If so can replay games be host publicly instead of private only?<br />
<br/><br />
15. Are there any plans to allow players to save a game state from a replay or immediately play from that point? In a similar manner, will there be a &#8220;Save on disconnect&#8221; feature, allowing players to resume games where one player disconnects, in the way they would a saved game?</p></blockquote>
<p>In other news, Blizzard has officially <a href="http://starcraft2.com/features/battlereports/2.xml">released the second Battle Report</a> &#8211; be sure to watch it, because we intend to spoil it soon.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-1803" title="Battle Report" src="http://www.sc2blog.com/wp-content/uploads/2009/04/br1.png" alt="Battle Report" width="414" height="180" /></p>
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		<title>Blizz Tease: Battle.net Beta Images, Battle Report Leaked</title>
		<link>http://www.sc2blog.com/2009/04/13/blizz-tease-battlenet-beta-images-battle-report-leaked/</link>
		<comments>http://www.sc2blog.com/2009/04/13/blizz-tease-battlenet-beta-images-battle-report-leaked/#comments</comments>
		<pubDate>Mon, 13 Apr 2009 15:07:30 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1743</guid>
		<description><![CDATA[Lately, we&#8217;ve been given an inconsistent stream of mixed messages, in an almost &#8220;good news, bad news&#8221; fashion. The good news is that images ready for Beta and pre-Beta StarCraft 2 players have been found on Battle.net&#8217;s servers. The bad news is that despite the fact that it has been a week, no Blizzard representative [...]]]></description>
			<content:encoded><![CDATA[<p>Lately, we&#8217;ve been given an inconsistent stream of mixed messages, in an almost &#8220;good news, bad news&#8221; fashion. The good news is that images ready for Beta and pre-Beta StarCraft 2 players have been found on Battle.net&#8217;s servers. The bad news is that despite the fact that it has been a week, no Blizzard representative has mentioned the find, but the images haven&#8217;t been pulled down either.</p>

<a href='http://www.sc2blog.com/2009/04/13/blizz-tease-battlenet-beta-images-battle-report-leaked/starcraft-2-beta/' title='Starcraft 2 Beta Battle.net Image'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/04/starcraft-2-beta-150x150.jpg" class="attachment-thumbnail" alt="" title="Starcraft 2 Beta Battle.net Image" /></a>
<a href='http://www.sc2blog.com/2009/04/13/blizz-tease-battlenet-beta-images-battle-report-leaked/starcraft-2-pre-beta/' title='Starcraft 2 Pre Beta Battle.net Image'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/04/starcraft-2-pre-beta-150x150.jpg" class="attachment-thumbnail" alt="" title="Starcraft 2 Pre Beta Battle.net Image" /></a>

<p>The existence of these images and the fact that Blizzard has not pulled them down might very well mean that there are <strong>people that are using Battle.net and are actually seeing these images</strong>.</p>
<p><a href="https://us.battle.net/account/_images/game-space/S2.jpg">Full Banner image and box</a><br />
<a href="https://us.battle.net/account/_images/game-boxes/en-US/S2.jpg">Pre-Beta StarCraft 2 box</a><br />
<a href="https://us.battle.net/account/_images/headers/en-US/sc2beta.jpg">Header image &#8211; see linked image name</a><br />
<a href="https://us.battle.net/account/_images/game-boxes/en-GB/S2.jpg">Beta StarCraft 2 Box image<br />
</a></p>
<p>It&#8217;s plausible that these are the real images placed in interfaces that are used by people that have access to the pre-beta testing of StarCraft 2. This is what an account with pre-beta access may look like:</p>
<p><a href="http://sc2blog.com/wp-content/uploads/2009/04/beta-bnet.jpg"><img class="aligncenter" title="Battle.net Interface with StarCraft 2 Beta" src="http://sc2blog.com/wp-content/uploads/2009/04/beta-bnet.jpg" alt="" width="618" height="504" /></a></p>
<p>(Courtesy of <a href="http://www.starcraftwire.net/gallery/showphoto.php?photo=1820">StarCraftwire</a>)</p>
<p>On Friday, 10th of April,  Blizzard has also released the much anticipated second StarCraft 2 Battle Report &#8211; which was pulled down minutes later, before anyone had managed to grab a copy. The report <a href="http://starcraft2.com/features/battlereports/2.xml">was available on StarCraft2.com</a>, but now, all that remains is the image of the Blistering Sands map, on which the battle took place.</p>
<p><a href="http://starcraft2.com/features/battlereports/images/Blistering%20Sands.jpg"><img class="aligncenter" title="Blistering Sands StarCraft 2 map" src="http://starcraft2.com/features/battlereports/images/Blistering%20Sands.jpg" alt="" width="600" height="385" /></a></p>
<p>A day before the leak, <a href="http://forums.battle.net/thread.html?topicId=16137078397&amp;postId=161356186939" target="_blank">Karune had assured</a> us that the <em>real</em> Battle Report launch is right around the corner:</p>
<blockquote><p><span style="color: #00ccff;"><span class="blue">Localization is just about finished and we are clearing it through a few more legal channels, as certain countries are more cautious when it comes to gore in video games. I know I&#8217;ve been telling ya, but it shouldn&#8217;t be too much longer. Will keep you updated. </span></span></p></blockquote>
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		<title>The First StarCraft 2 Battle Report &#8211; Analysis</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/</link>
		<comments>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comments</comments>
		<pubDate>Sun, 21 Dec 2008 22:58:49 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221</guid>
		<description><![CDATA[Finally. Blizzard has released a high-resolution, well narrated, well played and action packed StarCraft 2 video. The Battle Report features two of Blizzard&#8217;s &#8220;game balance designers&#8221; (dream job ?), Matt as Protoss and David as Terran &#8211; fighting for dominance on StarCraft 2 Alpha map &#8220;Kulas Ravine&#8221;. It is narrated by none other than Dustin [...]]]></description>
			<content:encoded><![CDATA[<p>Finally. Blizzard has released a <a href="http://www.starcraft2.com/features/battlereports/1.xml">high-resolution, well narrated, well played and action packed StarCraft 2 video</a>. The Battle Report features two of Blizzard&#8217;s &#8220;game balance designers&#8221; (dream job ?), Matt as Protoss and David as Terran &#8211; fighting for dominance on StarCraft 2 Alpha map &#8220;Kulas Ravine&#8221;. It is narrated by none other than Dustin Browder &#8211; StarCraft 2&#8217;s lead designer, who is accompanied by Robert Simpson of  the eSports devision.</p>
<p style="text-align: center;"><img class="size-full wp-image-1222 aligncenter" title="Battle Report Intro" src="http://www.sc2blog.com/wp-content/uploads/2008/12/battle-data.jpg" alt="StarCraft 2 Battle Report Intro" width="549" height="295" /></p>
<p>Kulas Ravine was obviously not a randomly chosen map &#8211; it incorporates virtually all of StarCraft 2&#8217;s new battlefield elements:</p>
<ul>
<li><a href="http://www.sc2blog.com/2007/10/30/starcraft-2-qa-19-exploding-doodads-and-protoss-nutrition/">Destroyable barriers</a></li>
<li><a href="http://www.sc2blog.com/2007/07/01/qa-4-yellow-minerals-resource-sharing-allied-chat-zealot-charge-and-future-updates/">High yield minerals</a></li>
<li>Vital<a href="http://www.sc2blog.com/2008/10/08/playing-catch-up-septermber-re-covered/"> Xel&#8217; Nage watch towers</a></li>
<li>Well abusable cliffs</li>
</ul>
<p>And the game itself could not have served as a better showroom for all of StarCraft 2&#8217;s novelties.</p>
<p><strong>Observer Battle Information Box:</strong></p>
<p>All throughout the game, the observers enjoyed a multi-mode, translucent information box, providing data summaries for:</p>
<ul>
<li><strong>Resources</strong>: Current Mineral, Gas and Food counts</li>
<li><strong>Production</strong>: Unit, Research and Construction</li>
<li><strong>Unit</strong>: Total unit count summary</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-1223 aligncenter" title="Information Box" src="http://www.sc2blog.com/wp-content/uploads/2008/12/info-box.jpg" alt="StarCraft 2 Information Box" width="594" height="317" /></p>
<p>Observers were also able to see units&#8217; Health Bars and player&#8217;s commands &#8211; however it remains unclear whether the Observers enjoyed the additional info during the live game or via a replay viewer.</p>
<p><strong>Destroyable Barriers:</strong></p>
<p>Played a major role from the very beginning, culminating in an epic Barrier destruction race to save<strong>/</strong>destroy an expansion. The Terran&#8217;s ability to <em>lift n&#8217; load</em> ® allowed David to take advantage of an isolated natural expansion for quite a while, only to find himself unable to assist the mining SCVs when a Colossus barged in later on.</p>
<p><strong>Xel&#8217; Naga Watch Towers</strong>:</p>
<p>Multiple Watch Towers placed in the middle of the map provide the controlling player with invaluable ground movement information. The Watch Towers have been captured right at the beginning of the match and have changed hands multiple times as the players struggled for mid-map dominance.</p>
<dl id="attachment_1225" class="wp-caption aligncenter" style="width: 556px;">
<dt class="wp-caption-dt"><img class="size-full wp-image-1225" title="Kulas Ravie Map" src="http://www.sc2blog.com/wp-content/uploads/2008/12/kulasravine_sc2_map11.jpg" alt="Kulas Ravie Map" width="546" height="420" /></dt>
</dl>
<p><strong>Proxy Pylons:</strong></p>
<p>Protoss remote warp stations. Absolutely vital for the Protoss&#8217; ability to keep the pressure on from the very start. The Pylon is a great point of retreat and regroup and serves as attack launching spot. The enemy will have great trouble in attacking other targets as long as a well placed Proxy Pylon remains in place.</p>
<p><strong>Marauder Kiting</strong> <strong>and Trapping</strong>:</p>
<p>Charging Zealots are not really avoidable for most ground units. Upgraded Zealots close the distance extremely fast, and swarm enemy units in a fashion that would make Zerglings blush. However, even these units have been kited (to some success) by Maraueders.<br />
The Marauders themselves have played a cetral and vital role throughout the game &#8211; used to lure and trap (by stunning shots) units early on, deliver deadly assaults in numbers, and to successfully kite (hit and run) when outnumbered has positioned the Marauder as a key weapon in the Terran&#8217;s arsenal &#8211; a status that the Firebat has never attained.</p>
<p>This is the very first of many millions of StarCraft 2 replays to come &#8211; a must for every StarCraft 2 fan.</p>
<p><a href="http://www.starcraft2.com/features/battlereports/1.xml">Watch</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport1/SC2-battlereport-1_ESRB-downloader.exe">Download</a></p>
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		<slash:comments>27</slash:comments>
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