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This week in StarCraft 2 was marked with multiple blue posts on the official StarCraft 2 forums, topped with a seven question Q&A session for the German fan site starcraft2.4players.de. Most of the answers deal with the finer aspects of StarCraft 2, but there are some interesting new revelations in as well.

1. Are you still developing new units or are you satisfied with the amount of units for each race and, therefore, more concerned about the fine tuning and balancing?


Our philosophy has always been to keep the amount of units for each race to a certain number to keep the gameplay tight, and we are satisfied with what we have right now in terms of that number. Once we head into beta we definitely evaluate the role of each unit and will potentially add or drop units as needed based on feedback.

Throughout the development process, StarCraft 2 has gained and lost quite a few units.

2. Can you explain the movements of big melee units like the Ultralisk in detail? While running through idle units smaller units tend to move away so the Ultralisk can walk in a straight line. Will that happen only in battles or while moving your whole army as well?


The way movement collision works right now is that a unit has to be idle for it to be pushed to a new location by another unit like an Ultralisk. Generally if you are controlling your forces and they are active, you will not see this behavior.


3. In the campaign of StarCraft II, there are many optional objectives to do so that the player can choose how to play through the campaign. But there are players who want to see every cinematic and play every mission. Are there missions where you have to decide, which way you go (e.g. the Terran campaign in StarCraft I, where you decide to choose nuclear weapons or Battlecruisers), or will the player be able to play the whole campaign in a linear progression? Will there be a menu were you can replay already completed missions? If so, can you also unlock new missions in that menu?


As you play through the campaign, there will be a few cases where you must make a distinct choice that could change the outcome of a certain side plot or the fate of a specific character. These choices will be made very obvious to players, and for those who want to see all the possibilities, you’ll have the ability to go back and choose the other path. We will also have a way for you to replay completed missions or cinematic cut scenes via the story mode interface as well.

Blizzard usually provides players with the ability to go back and replay missions; providing gamers with the ability to adjust their decisions is a treat for any must-see-all-paths (/achievement-happy?) fans. Most RPG games, such as the recent Dragon Age: Origins, change plot lines and outcomes significantly according to the choices made. However, Blizzard has stated that the ending of StarCraft 2: Wings of Liberty will be singular, providing the set up for the rest of the trilogy.

4. In the single player campaign of Warcraft III, even races like the Naga are playable temporarily. Is something like that planned for StarCraft II too?


The single player campaign for StarCraft II: Wings of Liberty will focus on the Terran campaign, but there will also be a short series of missions where players take the role of Zeratul and other Protoss forces.


5. Is the range of the stalker’s blink ability limited to the distance between him and the target area or are cliffs and trees considered; so a stalker could blink farther when he’s blinking down a cliff than if he’s blinking up the cliff?


The distance you blink is the same regardless of blinking up or down a cliff.


6. Will players be able to send resources to their allies? If so, will there be a limit to the amount of resources they are able to send?


Yes, players can send and request resources among teammates but only after a few minutes into the game. The reason for this is to minimize imbalances that could be created by one player getting a massive early economic boost from his or her partner dumping resources at the outset of the game. There currently is no limit to how many resources you can share.

We would like to see Blizzard experiment with the resources issue on a race basis. Base the ability to transfer funds on a building, for example, making this decision locked to a certain tech-tree path rather than an arbitrary amount of time.

7. Some replays were not compatible with new patches in StarCraft I. Are you working on making replays compatible with new patches for StarCraft II?


Yes, we’re working on allowing replays from previous versions of StarCraft II be compatible with new patches as they are released.

Moving on, new developments on the Blizzard home front: Karune has introduced two new community team members, neither wasting any time getting their feet wet – both have already been posting StarCraft 2 related info throughout the week.

According the Zhydaris, worker command queues can be set up to be very complex as long as you can afford all the requested resources in advance – even building an entire base in one go.

You can order a worker to build something, then move to a different location, then build something else, and then start to gather resources again. That’s just an example of the queues you could set up with the shift key.

If you order a worker to build 5 gateways, you will have to pay for these gateways immediately.
The won’t build one gateway, then wait for you to collect enough minerals, and then build another one.

Next, Karune discusses the Roach’s role in the game and the fact that it’s here to stay. Currently, it functions primarily as a damage sponge with multiple upgrades, perhaps even one for underground movement.

Most likely the Roach will be in the game – much of the balance work that is done is making sure it fits its role as a damage sponge. Throughout the balance process, the team has been playing around with lots of numbers in regards to how it regenerates, the upgrades the Roach has in terms of speed and health regen, as well as even the ability to have the Roach move while burrowed. None of these variations have deemed to be written in stone, thus we’ll just have to keep you updated as we move closer to beta and actual player testing.

Zhydaris cleared a lot of things up with a few detailed answers concerning “simultaneous casting” and “smart casting”. First of all, here’s a list of abilities that trigger simultaneous, all-unit, one click casting:

  • Stalker Blink
  • Zerg Burrow
  • Battle Cruiser Defensive Matrix
  • Baneling Explode
  • Viking Mode Switch

Smartcast abilities, on the other, hand include:

  • High Templar Psi Storm
  • Disruptor Force Field
  • All Zerg Mutations

Stalker’s Blink, Zerg’s Burrow, Battle cruiser’s Defensive Matrix, Baneling’s Explode, Viking’s switching from air-mode to ground-mode: you’ll only have to press the key once to trigger the ability for all the selected units at once (be careful with those Banelings!)

High Templar’s Psi Storm, Disruptor’s Force Field, Zerg’s mutations (Zerglings to Banelings, etc.): smart casting will kick in here and you’ll have to press the key for every selected unit.

Zhydaris later gives a detailed and helpful example as to why exactly mutations are now smart-cast:

Here’s one occasion where I think you might need smart casting. Let’s assume you have 20 Zerglings currently selected, you don’t have a lot of vespene gas and you feel the need for 5 or so Banelings. Without smart casting you’ll have to manually select 5 of these little dodgy creatures and then morph them, or else you’ll be mutating all of the 20 Zerglings into Banelings (and deplete your vespene reserves in the meanwhile).
With smart casting on the other hand you’ll be able to mutate 5 of them in a matter of seconds without deselecting them, just by pressing the key 5 times in a row.

Obviously this is just an example, but I feel that smart casting has a role to play here.

Will this change to the control mechanism be accepted? Similar changes to StarCraft’s most basic controls have been hotly contested, and this one will likely not go by smoothly as well.

Avarius, the other new blue, has posted some interesting information about how the Protoss’ Immortal comes into play against Zerg. Since the Immortal is most effective against high-damage dealing units, a concern was raised that it might be ineffective against the Zerg’s swarmy nature.

A good amount of zerg units are affected by the immortal’s Hardened Shield. They are particularly effective against roaches, ultralisks, and spine crawlers. Also, Psionic Storm and Nuclear Strike do not appear to be affected by the Hardened Shield as the immortal I just nuked disintegrated gloriously.

The new Blues have been ramping up their activity on the forums lately. Is this a result of the addition of new reps, anxious to contribute their takes on the game? Perhaps Blizzard is trying to restart the hype machine prior to the announcement of the imminent beta?

The fourth Battle Report has been officially released! The battle report has been leaked to the net a couple of days ago, but now’s your chance to download a high-quality version straight from Blizzard’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 Lost Temple – an original StarCraft 2v2 ladder map that was extremely popular for 1v1s as well.

Lost Temple

StarCraft 2’s version of the Lost Temple has the following distinctive terrain features:

  • Very narrow main base choke points
  • Unlike the classic version, the top player’s natural expansion is placed to the left, at 11:00, instead of 01:00
  • Two Xel’Naga watch towers are placed at key center locations
  • Destructible Rocks block high yield mineral mining spots
  • High ground locations have been “standardized” to eliminate the original Lost Temple’s slight imbalances

The match itself is as fast and brutal as all StarCraft 2 games we’ve witnessed to this point. 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.

It was very apparent that the Terran player, David Kim, prepared for a long game. He invested in an Orbital Command to call down Mules and gain an economic advantage very early on – just after constructing his first Barracks, in fact. Later, only 5 minutes into the game, he builds two command centers concurrently, 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 “Gateway” Supply Depots, denying the Protoss important information about his base and making any early attack virtually impossible.

Double Command Center next to the blocked ramp

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’s mineral lines many times, scoring important hits and damaging the enemy economy.

Standing Armies

In a devastating move, the Protoss player easily sent an undisturbed Phase Prism over to the Terran’s island expansion, knocking it out without even needing to load it up with troops first – just by acting as a power generator and warping in four Zealots from four Warpgates. 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…

Hellion Drop

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 Psi-Storm, making short work of the Terran player’s tier 1 army, and did a great job constantly being on the attack.

Holy Psi-Storm, Batman!

Unfortunately, his late game unit use showed that he’s not an expert Protoss player, choosing to use Colossi and Stalkers against the armored Thors and against Marauders, which have a bonus against armored units. As well, and as Dustin comments, he fails to use the High Templar’s new Phase Shift ability, which would have taken out individual Thors out of battles, leaving the reduced Terran army crippled. A smart use of Immortals, which are resistant to the highly damaging attacks of the Thors, coupled with Phase Shift, might have made all the difference in this one.

Thor vs Colossus

However, what really sealed the deal was David Kim’s expert use of a single Ghost riding in a single Medivac Dropship. This successful team managed to drop 5 Nukes in succession, utterly devastating the Protoss Player’s economy, Warpgate farm, expansions, and will to fight. 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 “gg” from Yeon-Ho Lee.

Indeed, Nukes are no longer the “coup de grace” weapon of StarCraft 1, but an amazing tactical weapon to be used in normal games, with the potential to turn the tide of battle if used correctly.

A very interesting and intense game, once again dominated by David Kim. When will he be dethroned? Perhaps in the upcoming beta…

After a long month of waiting, Blizzard has finally approved the public release of information which was gathered by attendees of Blizzard’s HQ press conference last month, on the 20th of July. The videos, screenshots and interviews provide the deepest look yet into the much anticipated StarCraft 2 Single Player Campaign – Wings of Liberty.

In this post, we transform the information released and rehashed by the numerous sources into one chewable, concise piece.

StarCraft 2 Wings of Liberty

First up, new tidbits of information about the single player from the newest version of the official StarCraft 2 FAQ:

  • The campaign will focus on the adventures of Jim Raynor and his Raiders as they fight off Arcturus Mengsk’s New Dominion.
  • Kerrigan has resurfaced with her Zerg Brood, laying waste to all life as she sweeps across the galaxy.
  • Completing missions and specific secondary objectives in them will reward the player with new units and currency, which can be used to customize the army between missions.
  • Some of the units in the campaign are unique to the single player, and include classic StarCraft 1 units (Firebat, Wraith) as well as completely new ones (Diamondback Tank).
  • Credits earned can be used to unlock the service of mercenaries, which can then be recruited from Merc Havens during missions. Mercs are normal units with better stats.
  • Credits can also be used to purchase upgrades to units and buildings, allowing players to customize their army to suit their playstyle.
  • More than 25 missions will be available in the campaign, each designed to offer a unique gameplay experience.
  • Many side missions and optional objectives will yield researchable artifacts which have to be collected to unlock further upgrades.
  • In between missions, the “story mode” will let players explore an interactive environment which will have them interacting with NPCs, getting reports about current events, and learning more about the background story.

Blizzard has revealed the story mode locations in which the player will spend his time between missions:

Hyperion’s Bridge:

The bridge

The main area of the ship and the story mode. Tychus Findlay, of Marine suit-up video fame, can be found here. In older builds, Raynor was able to use the large Starmap view, but this has been taken out from the game to simplify matters, the functionality and information integrated into other parts of the gameplay experience more seamlessly. The decision about which mission the proceed to will likely be taken here, where Hyperion’s ship captain, Matt Horner, also resides.

Hyperion’s Armory:

Bunker Shrike Turret, now available for the low low price of $29,999.99!

Where story-aversive players will spend most of their time. This is where Raynor’s hard-earned credits will be spent on upgrading his available units and buildings. In last year’s single player presentation, units were purchased and unlocked here as well, but the Armory will now serve only as an upgrade center, with units being unlocked throughout the missions.

Hyperion’s Lab:

Screenshot074

Stetman, the ship’s scientist, will brief you on the research aspect of the game: finding artifacts in secondary mission objective and investigating them to procure upgrades to equipment.

Hyperion’s Cantina:

Screenshot078

Lore center. Chat up the ship’s crew members and learn about the StarCraft universe. Graven Hill, sitting at the left with his laptop, will be your contact to the available mercenaries.

Cantina television screen:

Screenshot079

More lore and relevant “current events” will be presented through the Cantina’s TV screen. Many of the featured characters will be recognizable from StarCraft’s various book and comic spin-offs.

The campaign will have four difficulty levels: Easy, Moderate, Hard and Insane. According to Dustin, only the “Insane” AI will actually cheat; the rest are pure AI, which will have to gather all their resources and scout the map. Skirmish games will also feature a Beginner AI to help newcomers adjust to the quick pace of StarCraft 2 matches.

During the campaign, the player will be able to choose between several available missions, but will not have to complete all of them to proceed with the campaign. However, these missions and ones that the player has already completed will still be available if the player wishes to return to them.

It’s also worth noting that it will be possible to record replays of single player missions.

***

Two massive Question and Answer sessions have been released, spanning 37 Q&As in total and covering in detail many aspects that were brushed over up until now.

The full Q&A session with Rob Pardo is availible at Starcraft-Source. Here’s our summary of the juicy parts:

  • The Blizzard game development method mandates the creation of the hard-core, multiplayer aspect of the game before approaching its more casual parts. This, they believe, is the key to creating depth, making for games that people can enjoy playing for 500 hours or more. Units and their design come from the requirements of the multi-player game first and are only then used for the campaign.
  • Blizzard will go with digital distribution for StarCraft 2, but will give physical retail stores an exclusivity window. Another Blizzard box for the collection!
  • The StarCraft 2 expansions, featuring the Protoss and Zerg campaigns, will likely be priced as expansions and not full retail games.
  • Battle.net 2.0: “Will it require a subscription?” We are certainly not doing that for Starcraft 2.
  • Single player will be playable offline, but Dustin believes that not having access to achievements, which do require a connection to Battle.net, is game breaking. You’re basically saying, “Please, I would like to break your game now because I want to play offline for some reason.”
  • Dustin and Rob confirm that demo or spawn versions will be available in some way.
  • Match-making will work similar to WarCraft 3, where players are matched based on their approximate skill level. Anti-smurf measures will be taken, though no details have been provided.

And a few of the more interesting answers in full:

1) You build in-depth to the hardcore first, then work backwards into making the game more accessible for more casual players. Is that a design philosophy that you employ across all of your products, or is that a product-specific thing?

n

It’s something we do across all of our games. I’m a big believer in that it’s the right way to develop a multi-player game, one that is capable of lasting for years and years. It’s a little bit counter-intuitive in the gaming industry that I think most other gaming companies tend to tag multi-player on at the end. From an hours of play standpoint, it’s logical if you want a game to last for 500+ hours, which is something we strive for in all of our games. You have to spend a lot of time making sure that your game has that much depth to it. Then you really want to put in that single player element and read that story through, once you have those fundamental foundations of gameplay if you consider single player can last anywhere from 24-50 hours of gameplay. People go through it once, twice, maybe a few times. But multi-player is really what has longevity that can last for years and years.

Five hundred hours of gameplay per title is quite an ambitions mark, and an absurd one to aim for for virtually any other video game company in the world. Blizzard’s games are indeed unique in this regard, containing enough depth to keep people playing for extremely long periods of time.

16) How does match-making work on the new Battle.net?

n

Dustin: It’s similar to how it works in Warcraft 3. After about 5 or 10 games, we have a pretty good idea of your skill level, and we’re matching you at that point based on your skill level. So assuming you’re paying attention, you should win about half of your games. As you begin to improve, we upgrade your skill level once again. I know a lot of players would rather win 60-70% of their games because that would be the most fun, but that means that somebody else is losing 60-70% of their games. We had some – not a whole lot – of issues with players re-rolling characters in Warcraft 3 and coming back through ranks and being rematched. So you’d be enjoying your lower rank of gameplay, and here comes somebody who’s obviously meant to be at level 25. He’s going to be there in a minute, but meanwhile he’s going to pound on you. We’ve got some ideas on how to smooth that kind of thing out and prevent a lot of that kind of behavior.

The matchmaking algorithm, as well as perhaps other means, will be implemented to prevent experienced players from repeatedly plowing through the lower ranks every time they create a new account.

This smurf is unhappy about the changes.

The second Q&A, with Dustin Browder, focuses mainly on single player and campaign gameplay issues, and is also availible in full at StarCraft-Source.

  • Missions will not “evolve” or change if you don’t complete them right away.
  • There are two incentives to doing well in missions rather than just finishing them: Achievements, which are for bragging rights only and have no impact on the game, and secondary objectives, which provide research artifacts that unlock more upgrades.
  • There are only few and very specific points in the campaign where the player’s decision affects the plot and events, but all paths eventually converge to one ending. Blizzard wants to maintain one continuity line that’s congruent with the books and comics of the StarCraft universe as well as the beginning of the next game in the series.
  • A Protoss mini-game will be a part of the campaign, providing the opportunity to play as Protoss for a bit.
  • Heros will mostly show up on more specialized maps so they don’t get lost in the confusion when large armies clash. While heroes cannot use items in the campaign, this option will  be easily available to modders through the game editor.

n

5) Does it matter if you succeed “very well” at a mission or just “OK”?

n

Well, it does in some ways. We do have these achievements that you can show off to your friends which is one measure of success. The second is whether you completed all the secondary objectives as they relate to research. If you complete those objectives, that will add additional firepower to your forces. Again, we’re still working on what those bonuses are going to be, but it will give you additional access.

10) How many endings will the game have?

n

There’s one ending. We really wanted to have a game that still had a continuity to it, and this is the important thing, too – that this is not Fallout, you’re not choosing whether Raynor is good or evil. Raynor is who he is, a conflicted man, a troubled man who’s seen too much war; and it will have a very specific ending, and the next game will have a very specific beginning.

A single ending, to segue into the single beginnings of the upcoming expansions. StarCraft is a universe with its key characters and its own lore, and players can not change the fate of neither villains nor heroes, at least as long as StarCraft is an RTS game.

17) If you use a hero, does it have the ability to get and use items?

n

We have the ability to put in items for mod makers, but it’s not something we typically use in the Starcraft environment. They’re not around often enough for you to collect a lot of items; it just didn’t make sense to include that in the gameplay. But we are working on the interface and having the UI available for people who want to make mods because we know that there’s a huge tradition of mods from Warcraft 3 that are dependent on that interface. We’ve got that interface in and we’ll be polishing it up as we get closer to ship so that we have that available for the mod makers.

StarCraft 2’s editor, Scumedit, supports items, despite the fact that this feature will not be incorporated into the the campaign. The support for unit items was made available to capitalize on the massively popular hero-based WarCraft custom scenarios, such as DoTA.

20) How do the units change from single player to multi-player?

n

The actual units are the same. A marine is a marine; a medic is a medic. We do, however, have units in the single player that are not in the multi-player, such as medics, cobras, wraiths, and cannons on top of your bunkers.

Over at ShackNews, an Interview with Chris Sigaty, lead producer, yields this new piece of interesting information:

Chris Sigaty: Challenges are something we’re trying. We always hear people say, “You look at singleplayer as the training ground for multiplayer, right?” And we don’t really.

And in fact here we’re kind of training you all wrong, because you can have any unit depending on what missions you went through, and there are units that aren’t in multiplayer at all, like Firebats, Medics, all sorts of stuff. We kind of created challenges out of this, and our concept behind challenges is to train you at some of the things that are important to a good competitive player, to be at least aware of. They’re little minigames that teach you about things like economy, how to maximize getting resources, unit countering, control grouping, micro, spell usage, all sorts of things like that. Those two things are available when you’re offline.

n

Shack: It almost sounds like a tutorial-plus.

n

Chris Sigaty: Yeah, it’s like a master version of a tutorial. And you can best yourself too. There’s a minimum bar we want you to hit, and you can try to best yourself by playing them again and again. It’s pretty cool stuff–I’m really excited about it, because I think that’s one of the things we haven’t done as well in the past, is really helped out people who aren’t really experience in multiplayer. And when they jump on there for the first time, nobody’s telling them these things, they jump into a game and get their assed handed out, and they just walk out of the experience. We want people to have a place they can go to learn, and eventually get to the point–some of the better players do research, they get replays, they see what the best players do.

A great new idea from Blizzard. Such challenges have appeared in many other genres before, but this is a first for RTS games, and it’s certainly a welcome addition. Coupled with replay capability for single player, this feature will certainly become an integral and fun part of StarCraft 2.

Another Q&A session with Chris Metzen, vice president of creative development, has been published over at SC Legacy. The interviewer challenges Chris with lore questions from the StarCraft 2 books to the disabled mission on the original StarCraft CD. Where Chris fumbles a bit is the question about the possibility of infesting the Protoss:

Q: Can Protoss get infested?

n

A: I’m trying to think if there are specific fictional answers to that, I could have sworn we had a story or two like that in the manga recently. But I’m spacing out… I feel like I wanna take the 5th on that too. It’s a weird one. Off the top of your head you’d think “sure!”

This conforms to Blizzard’s original stance regarding the concept, but directly contradicts a statement from last month:

Based on the lore, the Protoss do not become infested. The combination of the two result in a hybrid race.

Can the Protoss become infested? It is a mystery.

***

The new single player HD video provides short glimpses into the first few missions of the campaign and showcases the various mission types available. Among them are a quest to find Zerg Crysalis DNA, a turtling mission against the Zerg horde, an obligatory civilian escort objective, and a mission to retrieve Protoss relics.

Lastly, a somewhat single-player-unrelated but quite interesting, strictly gameplay/development interview with Chris Sigaty and Dustin Browder delivers a few highlights:

  • Terran buildings can be repaired in mid-air.
  • Emphasis is put on tech paths that do not over-simplify unit countering decisions, i.e. no “one tech path fits all”.
  • Immortal Hardened Shields are now available by default.

n

That’s it for the single player information explosion. With BlizzCon coming up in just a couple of days, it’s safe to assume we’ll get just as much new information about the multiplayer part of the game, if not more…

The entire collection of screenshots which were released during the event is available for download here.

Karune, Blizzard’s RTS Community Manager, has posted a brand new Q&A batch on Battle.net. This one includes a special “Chat with Devs” section, dedicated solely to StarCraft 2’s new death animations.

Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.
http://www.starcraft2.com/features/misc/deathanimations.xml

The artistic effort behind these death animations was first mentioned in June 2008, when Karune stated that

currently, we are looking to have different types of death animations available for multiplayer than will be present for the single player campaign.”

That's Hot

And again in January this year, when the  Chat with Devs section included the following graphic descriptions:

The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars.

So be sure to check out the neat, short video that Blizzard’s Devs put up to demonstrate the art team’s recent efforts.

1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it’s a little difficult.


While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

A naming policy (except for profanity, racism, etc… ) for a futuristic RTS title would definitely be a first. Blizzard has implemented a rather strict naming policy in World of Warcraft due to its RPGish nature, but we highly doubt that it’ll find its way into the StarCraft world…. unless… use your imagination.

2. StarCraft 2’s terrain properties such as Xel’Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

If Blizzard actually deploys a proprietary StarCraft 2 audio communication solution, there is no real technical reason not to allow an audio recording to be attached to the replay file that players get at the end of the match, so it’s quite a shame that it is not being presently considered. If Blizzard does not provide its own tool for recording the audio during battles, it’s likely players will keep using external tools for either recording voice or even for communicating, forgoing the use of Blizzard’s system completely.

4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?

Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.

6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.

Blizzard has officially confirmed that the beta will include:

  • Multiplayer via Battle.net 2.0
  • Replay viewer
  • Map Editor
  • No Campaign
  • Player versus AI

Blizzard has also released the 5th installation of the Fansite Q&A series, answering questions mailed in by the SC2Armory community.

1) Blizzard, how attached are you guys to the proton charge/mule extra macro-for-money system? I know nothing is set in stone at this point, but will these mechanics in all likelihood make it into the final game?

This is a mechanic that we would like to keep if possible. Because the game is not yet in beta phase, there may still be tweaks and changes to these mechanics, but we are looking forward to players trying it out themselves in beta. We will continue testing the macro mechanics internally and we really want to see how the players will adopt these mechanics into their gameplay.

StarCraft 2’s new macro mechanics are expected to be tweaked and balanced heavily during the beta, but are very unlikely to be removed. Blizzard has every reason to get “attached” to these tools, since they provide an elegant solution to the over-automation that many gamers have complained about prior to the mechanics’ introduction in February this year.

2) With missile barrage and Yamato cannon, Battlecruisers’ can deal with most threats. My question is, how effectively can a Battlecruiser be countered? How well do Hydralisks, Void Rays, and Vikings work vs Missile barrage?

Hydralisks are easily the Zerg’s most important ground unit against air, including Battlecruisers. Void rays can be a good Protoss counter for battlecruiser, with focused fire and increasing damage over time on its attack. In fighter mode, the Terran viking does +10 damage against massive units like the battlecruiser.

3) Brood War Mutalisk micromanagement is an important aspect of the Terran vs. Zerg match up. Blizzard has been reported to be trying to implement some form of the Mutalisk stacking bug. My question is, how well do Terrans deal with stacked Mutalisks now that Irradiate is no longer in the game, Medics are higher tier, and a single control group can consist of much more then the eleven Mutalisks currently in StarCraft: Brood War?

The ghost’s snipe shot, which deals 60 damage (and ignores armor) to biological units like the mutalisk, can be a good defensive ability. The Thor’s anti-air attack also has +2 damage against Mutalisk’s Light armor. Additionally, the nighthawk’s hunter seeker missile gives splash damage, making it a great counter against mutalisk stacking, considering it does 150 damage. One missile can effectively 1-shot a whole stack of mutalisks if the zerg player does not try to dodge the missile. Even though players can group up many more than 12 mutalisks in a stack now, with abilities like the Hunter Seeker missile on the field, they may still want to think twice about it.

Well, that’s straightforward. Yes, we will allow Zerg players to stack a LOT of Mutalisks and use that to their advantage, just like in SC: BW. Yes, the Terrans get an instakill AoE banhammer to deal with the aforementioned menace.

4) When the Corrupters attack turns enemy flyers into “turrets” does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership?

Once they are corrupted, all corrupted units will do the same damage.

5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them?

Yes, the parasited unit will have all upgrades / abilities.

Neural Parasite, the Zerg’s short-term late-game mind control ability, is not likely to see much play in intense 1v1 skirmish games, and there’s little, if any, reason to present limitations or nerfs on the controlled units. Prime targets would undoubtedly be casters; wasting the enemy unit’s energy and getting it killed in the process could become a viable late-game strategy for dealing with Protoss Templars and Terran Ravens.

6) Goliath could benefit from the Charon Boosters in SC:BW, However the Goliath is now replaced by the Viking (air mode) as AtA unit. Is there still any range increase going to happen for the Viking, to extend it’s missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)?

There is currently no range upgrade for the viking. However, vikings can still move in and out combat by shifting modes. In regards to the unit’s mobility, vikings will be much better than the original StarCraft’s goliath due to its new transformation abilities.

7) When we were told EMP was removed from the Ghost, it wasn’t mentioned what, if any, spell/ability would replace it. Can you comment on the current spells and abilities of the Ghost? And is EMP still a possibility for the game, whether on the Ghost or any other unit?

The ghost has regained the EMP ability again and EMP now does 100 damage to shields and drains all energy from player’s own and enemy units in the targeted area.

8 ) Can Blizzard give a well detailed explanation on how the new mechanic of the ability hallucination work. It was said that it can spawn 8 fake probes, how many then to other units? Zealots, stalkers, immortals, air units? Can it be used on allies (Zerg and Terrans)?

By using 100 energy, you can spawn one of these sets: 2 zealots, 2 stalkers, 1 immortal, 2 high templars, 1 archon, 1 void ray, 1 phoenix, 1 warp prism, or 1 colossus. You can only spawn Protoss units

It’s not entirely clear why this semi-nerfed version was put in place of the more powerful version originally suggested for StarCraft 2. Hallucination was a rarely used spell due to its direct competition with the dreaded Psi Storm and it’s highly unlikely to see anyone using it to create a single paper Immortal.

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