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	<title>SC2 Blog &#187; GamePlay</title>
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	<link>http://www.sc2blog.com</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>SC Science #2: Queued Sniping, Seeker Flanking, Dual Nydus</title>
		<link>http://www.sc2blog.com/2010/04/05/sc-science-2-queued-sniping-seeker-flanking-dual-nydus/</link>
		<comments>http://www.sc2blog.com/2010/04/05/sc-science-2-queued-sniping-seeker-flanking-dual-nydus/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 00:07:30 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[StarCraft Science]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3372</guid>
		<description><![CDATA[This batch of StarCraft Science videos includes some great tips for Terran and Zerg players, ranging from the practical to the tactical: Queued Sniping: How to take out entire groups of biological units within seconds by shift-sniping with multiple ghosts. Multiple Nydus Worms: How to improve the chances of a successful invasion and increase your [...]]]></description>
			<content:encoded><![CDATA[<p>This batch of <a href="http://www.youtube.com/user/StarcraftScientist" target="_blank">StarCraft Science</a> videos includes some great tips for Terran and Zerg players, ranging from the practical to the tactical:</p>
<p><strong><span style="color: #ff6600;">Queued Sniping</span></strong>: How to take out entire groups of biological units within seconds by shift-sniping with multiple ghosts.</p>
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<p><span style="color: #ff6600;"><strong>Multiple Nydus Worms</strong></span>: How to improve the chances of a successful invasion and increase your unit transport throughput.</p>
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<p><strong><span style="color: #ff6600;">Hunter Seeker Flanking</span></strong>: Hunter Seeker missiles are the only projectiles in the game that can be outrun. Spreading Terran Ravens around and launching the missiles from multiple positions will prevent your opponent from evading these energy-costly funballs.</p>
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<p>For more StarCraft Science, check out the <a href="http://www.youtube.com/user/StarcraftScientist" target="_blank">scientist&#8217;s YouTube page</a>!
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		<item>
		<title>StarCraft Scientist: Cool Instructional StarCraft 2 Videos</title>
		<link>http://www.sc2blog.com/2010/03/28/starcraft-scientist-cool-instructional-starcraft-2-videos/</link>
		<comments>http://www.sc2blog.com/2010/03/28/starcraft-scientist-cool-instructional-starcraft-2-videos/#comments</comments>
		<pubDate>Sun, 28 Mar 2010 23:09:02 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[StarCraft Science]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3309</guid>
		<description><![CDATA[StarCraft 2, just like its predecessor, is full to the brim with cool gameplay mechanics just waiting to be discovered and (ab)used to their maximum potential. With some micromanagement skill, correct positioning and knowledge of the game&#8217;s subtleties, you too can gain a competitive edge in the e-arena! StarCraft Scientist &#8211; the newest addition to [...]]]></description>
			<content:encoded><![CDATA[<p>StarCraft 2, just like its predecessor, is full to the brim with cool gameplay mechanics just waiting to be discovered and (ab)used to their maximum potential. With some micromanagement skill, correct positioning and knowledge of the game&#8217;s subtleties, you too can gain a competitive edge in the e-arena!</p>
<p><em><strong><a href="http://www.youtube.com/user/StarcraftScientist">StarCraft Scientist</a></strong></em> &#8211; the newest addition to the SC2Blog crew, will be exploring and documenting these useful, tricky game mechanics, and we will post them for your viewing pleasure. Without further ado:</p>
<p><strong><span style="color: #ff6600;">Smart Blinking</span></strong><strong>: How to blink a large group of Stalkers over a cliff</strong> with no Protoss left behind.</p>
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<p>Might take some practice, but one can&#8217;t really cliff-blink a full contingent of Stalkers without it.</p>
<p><strong><span style="color: #ff6600;">Void Ray Micro</span></strong><strong>: Keeping your Void Rays charged and ready for battle</strong> may require a high APM count to pull off, but considering the fact that a fully charged Void Ray can output up to X4 the damage, it&#8217;s often worth the clicks!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/f6iAXlkYxB4" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/f6iAXlkYxB4"></embed></object></p>
<p><strong><span style="color: #ff6600;">Xel&#8217; Naga Tower control</span></strong><strong>: </strong> <strong>Manipulating the tower to keep it under your control</strong> while your unit stays safe from harm.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/VjcK4b6xH7A" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/VjcK4b6xH7A"></embed></object></p>
<p><strong><span style="color: #ff6600;">Creeping up cliffs</span></strong><strong>: How to make Zerg creep tumors spread creep up</strong> to inaccessible higher ground with just a little help from an Overlord.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/8qFvXnlHQK4" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/8qFvXnlHQK4"></embed></object></p>
<p>That&#8217;s all for now! If you like the videos, make sure to subscribe to <a href="http://www.youtube.com/user/StarcraftScientist" target="_blank">StarCraft Scientist&#8217;s YouTube  channel</a>, and if you have some tips and tricks of your own that you&#8217;d like to be  made into tutorials, leave them in the comments or post on our <a href="http://www.facebook.com/SC2Blog" target="_blank">Facebook page.</a>
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		<title>Karunology and 4Players.de StarCraft 2 Fansite Q&amp;A</title>
		<link>http://www.sc2blog.com/2009/12/20/karunology-and-4players-de-starcraft-2-fansite-qa/</link>
		<comments>http://www.sc2blog.com/2009/12/20/karunology-and-4players-de-starcraft-2-fansite-qa/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 05:15:16 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2867</guid>
		<description><![CDATA[This week in StarCraft 2 was marked with multiple blue posts on the official StarCraft 2 forums, topped with a seven question Q&#38;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 [...]]]></description>
			<content:encoded><![CDATA[<p>This week in StarCraft 2 was marked with multiple blue posts on the official StarCraft 2 forums, topped with a seven question <a href="http://starcraft2.4players.de/exclusive_qa_starcraft2_source_en.php">Q&amp;A session for the German fan site starcraft2.4players.de</a>. Most of the answers deal with the finer aspects of StarCraft 2, but there are some interesting new revelations in as well.</p>
<blockquote><p>1. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;"><strong>Our philosophy has always been to keep the amount of units for each race to a certain number to keep the gameplay tight</strong>, 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.</span></p></blockquote>
<p>Throughout the development process, StarCraft 2 has <a href="http://www.sc2blog.com/announced-units/" target="_blank">gained and lost quite a few units</a>.</p>
<blockquote><p>2. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;">The way movement collision works right now is that <strong>a unit has to be idle for it to be pushed to a new location by another unit</strong> like an Ultralisk. Generally if you are controlling your forces and they are active, you will not see this behavior.</span><br />
<br/><br />
3. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;">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.</span></p></blockquote>
<p>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 <a href="http://dragonage.bioware.com/">Dragon Age: Origins</a>, change plot lines and outcomes significantly according to the choices made. However, Blizzard has stated that the ending of <a href="http://www.sc2blog.com/2009/08/19/starcraft-2-single-player-campaign-videos-screens-details/">StarCraft 2: Wings of Liberty will be singular, providing the set up for the rest of the trilogy</a>.</p>
<blockquote><p>4. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;">The single player campaign for StarCraft II: Wings of Liberty will focus on the Terran campaign, but<strong> there will also be a short series of missions where players take the role of Zeratul and other Protoss forces.</strong></span><br />
<br/><br />
5. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;"><strong>The distance you blink is the same</strong> regardless of blinking up or down a cliff.</span><br />
<br/><br />
6. <strong>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?</strong><br />
<br/><br />
<span style="color: #00ccff;">Yes, players can send and request resources among teammates but <strong>only after a few minutes into the game</strong>. 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.</span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg"><img class="aligncenter" title="Fighting for High yeild minerals early in the game ?" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg" alt="" width="481" height="257" /></a></p>
<p>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.</p>
<blockquote><p>7. <strong>Some replays were not compatible with new patches in StarCraft I. Are you working on making replays compatible with new patches for StarCraft II?</strong><br />
<br/><br />
<span style="color: #00ccff;">Yes, we’re working on allowing replays from previous versions of StarCraft II be compatible with new patches as they are released.</span></p></blockquote>
<p>Moving on, new developments on the Blizzard home front: Karune has <a href="http://forums.battle.net/thread.html?topicId=21724987619">introduced two new community team members</a>, neither wasting any time getting their feet wet &#8211; both have already been posting StarCraft 2 related info throughout the week.</p>
<p>According the <strong>Zhydaris</strong>, worker command queues can be set up to be very complex as long as you can afford all the requested resources in advance &#8211; even <a href="http://forums.battle.net/thread.html?topicId=21251924997">building an entire base in one go</a>.</p>
<blockquote><p><span style="color: #00c0ff;">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&#8217;s just an example of the queues you could set up with the shift key.</span></p>
<p><span style="color: #00ccff;">If you order a worker to build 5 gateways, you will have to pay for these gateways immediately.<br />
The won&#8217;t build one gateway, then wait for you to collect enough minerals, and then build another one.</span></p></blockquote>
<p>Next, Karune discusses the <strong>Roach</strong>&#8216;s role in the game and the fact that it&#8217;s here to stay. Currently, it functions <a href="http://forums.battle.net/thread.html?topicId=21724987614">primarily as a damage sponge with multiple upgrades,</a> perhaps even one for <strong>underground movement.</strong></p>
<blockquote><p><span style="color: #00ccff;">Most likely the Roach will be in the game &#8211; 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&#8217;ll just have to keep you updated as we move closer to beta and actual player testing.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Roaches being chased around by Immortals" src="http://www.sc2blog.com/wp-content/uploads/2009/06/blinking_in.jpg" alt="" width="578" height="322" /></p>
<p>Zhydaris cleared a lot of things up with a few detailed answers concerning <a href="http://forums.battle.net/thread.html?topicId=21730686318">&#8220;simultaneous casting&#8221; and &#8220;smart casting&#8221;</a>. First of all, here&#8217;s a list of abilities that trigger simultaneous, all-unit, one click casting:</p>
<ul>
<li><strong>Stalker Blink</strong></li>
<li><strong>Zerg Burrow</strong></li>
<li><strong>Battle Cruiser Defensive Matrix</strong></li>
<li><strong>Baneling Explode</strong></li>
<li><strong>Viking Mode Switch</strong></li>
</ul>
<p>Smartcast abilities, on the other, hand include:</p>
<ul>
<li><strong>High Templar Psi Storm</strong></li>
<li><strong>Disruptor Force Field</strong></li>
<li><strong><span style="color: #ff6600;">All Zerg Mutations</span></strong></li>
</ul>
<blockquote><p><span style="color: #00ccff;">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!) </span></p>
<p><span style="color: #00ccff;">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. </span></p></blockquote>
<p>Zhydaris later gives a detailed and helpful example as to why exactly mutations are now smart-cast:</p>
<blockquote><p><span style="color: #00ccff;">Here&#8217;s one occasion where I think you might need smart casting. Let&#8217;s assume you have 20 Zerglings currently selected, you don&#8217;t have a lot of vespene gas and you feel the need for 5 or so Banelings. Without smart casting you&#8217;ll have to manually select 5 of these little dodgy creatures and then morph them, or else you&#8217;ll be mutating all of the 20 Zerglings into Banelings (and deplete your vespene reserves in the meanwhile).<br />
With smart casting on the other hand you&#8217;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. </span></p>
<p><span style="color: #00ccff;">Obviously this is just an example, but I feel that smart casting has a role to play here.</span></p></blockquote>
<p style="text-align: center;"><span style="color: #00ccff;"><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Zerg_Queens_eggs.jpg"><img class="aligncenter" title="A baneling swarm - no single-clicks here." src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Zerg_Queens_eggs.jpg" alt="" width="599" height="450" /></a></span></p>
<p>Will this change to the control mechanism be accepted? Similar changes to StarCraft&#8217;s most basic controls have been hotly contested, and this one will likely not go by smoothly as well.</p>
<p><strong>Avarius</strong>, the other new blue, has posted some interesting information about how the Protoss&#8217; <strong>Immortal </strong>comes into play against Zerg. Since the Immortal is most effective against high-damage dealing units, <a href="http://forums.battle.net/thread.html?topicId=21723845260" target="_blank">a concern was raised that it might be ineffective</a> against the Zerg&#8217;s swarmy nature.</p>
<blockquote><p><span style="color: #00ccff;"><span class="blue">A good amount of zerg units are affected by the immortal&#8217;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. </span></span></p></blockquote>
<p>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?
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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&#8242;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;
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		<title>StarCraft 2 Single Player Campaign: Videos, Screens, Details</title>
		<link>http://www.sc2blog.com/2009/08/19/starcraft-2-single-player-campaign-videos-screens-details/</link>
		<comments>http://www.sc2blog.com/2009/08/19/starcraft-2-single-player-campaign-videos-screens-details/#comments</comments>
		<pubDate>Thu, 20 Aug 2009 00:39:17 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Single Player]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2388</guid>
		<description><![CDATA[After a long month of waiting, Blizzard has finally approved the public release of information which was gathered by attendees of Blizzard&#8217;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 &#8211; Wings of Liberty. [...]]]></description>
			<content:encoded><![CDATA[<p>After a long month of waiting, Blizzard has finally approved the public release of information which was gathered by attendees of Blizzard&#8217;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 &#8211; Wings of Liberty.</p>
<p>In this post, we transform the information released and rehashed by the numerous sources into one chewable, concise piece.</p>
<p style="text-align: center;"><img class="size-full wp-image-2392 aligncenter" title="StarCraft 2 Wings of Liberty" src="http://www.sc2blog.com/wp-content/uploads/2009/08/SC2_Wings_of_Liberty.jpg" alt="StarCraft 2 Wings of Liberty" width="600" height="251" /></p>
<p>First up, new tidbits of information about the single player from the newest version of the official StarCraft 2 FAQ:</p>
<ul>
<li>The campaign will focus on the adventures of Jim Raynor and his Raiders as they fight off Arcturus Mengsk&#8217;s New Dominion.</li>
<li>Kerrigan has resurfaced with her Zerg Brood, laying waste to all life as she sweeps across the galaxy.</li>
<li>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.</li>
<li>Some of the units in the campaign are unique to the single player, and include classic StarCraft 1 units (<strong>Firebat</strong>, <strong>Wraith</strong>) as well as completely new ones (<strong>Diamondback Tank</strong>).</li>
<li>Credits earned can be used to unlock the service of mercenaries, which can then be recruited from <strong>Merc Havens</strong> during missions. Mercs are normal units with better stats.</li>
<li>Credits can also be used to purchase upgrades to units and buildings, allowing players to customize their army to suit their playstyle.</li>
<li>More than 25 missions will be available in the campaign, each designed to offer a unique gameplay experience.</li>
<li>Many side missions and optional objectives will yield researchable artifacts which have to be collected to unlock further upgrades.</li>
<li>In between missions, the &#8220;<strong>story mode</strong>&#8221; 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.</li>
</ul>
<p>Blizzard has revealed the story mode locations in which the player will spend his time between missions:</p>
<p><strong>Hyperion&#8217;s Bridge</strong>:</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot066.Jpg"><img title="The bridge" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot066-1024x576.jpg" alt="The bridge" width="600" height="337" /></a></p>
<p>The main area of the ship and the story mode. <strong>Tychus Findlay</strong>, of Marine suit-up video fame, can be found here. <a href="http://www.sc2blog.com/2008/10/13/blizzcon-single-player-details-new-screenshots/" target="_blank">In older builds</a>, Raynor was able to use the large <a href="http://www.sc2blog.com/wp-content/uploads/2008/10/2930516988_36fcc60d78.jpg" target="_blank">Starmap</a> 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&#8217;s ship captain, Matt Horner, also resides.</p>
<p><strong>Hyperion&#8217;s Armory</strong>:</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot070.Jpg"><img title="Bunker Shrike Turret, now available for the low low price of $29,999.99!" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot070-1024x576.jpg" alt="Bunker Shrike Turret, now available for the low low price of $29,999.99!" width="600" height="337" /></a></p>
<p>Where story-aversive players will spend most of their time. This is where Raynor&#8217;s hard-earned credits will be spent on upgrading his available units and buildings. In <a href="http://www.sc2blog.com/2008/10/13/blizzcon-single-player-details-new-screenshots/" target="_blank">last year&#8217;s single player presentation</a>, 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.</p>
<p><strong>Hyperion&#8217;s Lab</strong>:</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot074.Jpg"><img title="Screenshot074" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot074-1024x576.jpg" alt="Screenshot074" width="600" height="337" /></a></p>
<p>Stetman, the ship&#8217;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.</p>
<p><strong>Hyperion&#8217;s Cantina</strong>:</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot078.Jpg"><img title="Screenshot078" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot078-1024x576.jpg" alt="Screenshot078" width="600" height="337" /></a></p>
<p>Lore center. Chat up the ship&#8217;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.</p>
<p><strong>Cantina television screen:</strong></p>
<p><strong><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot079.Jpg"><img title="Screenshot079" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Screenshot079-1024x576.jpg" alt="Screenshot079" width="600" height="337" /></a><br />
</strong></p>
<p>More lore and relevant &#8220;current events&#8221; will be presented through the Cantina&#8217;s TV screen. Many of the featured characters will be recognizable from StarCraft&#8217;s various book and comic spin-offs.</p>
<p>The campaign will have four difficulty levels: Easy, Moderate, Hard and Insane. According to Dustin, only the &#8220;Insane&#8221; 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.</p>
<p>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.</p>
<p>It&#8217;s also worth noting that it will be possible to record replays of single player missions.</p>
<p style="text-align: center;">***</p>
<p>Two massive Question and Answer sessions have been released, spanning 37 Q&amp;As in total and covering in detail many aspects that were brushed over up until now.</p>
<p>The full Q&amp;A session with Rob Pardo is <a href="http://www.starcraft-source.com/article/news/view/?id=261">availible at Starcraft-Source</a>. Here&#8217;s our summary of the juicy parts:</p>
<ul>
<li>The Blizzard game development method mandates the creation of the hard-core, multiplayer aspect of the game before approaching its <a href="http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/" target="_blank">more casual parts</a>. 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.</li>
<li>Blizzard will go with digital distribution for StarCraft 2, but will give physical retail stores an exclusivity window. Another Blizzard box for the collection!</li>
<li>The StarCraft 2 expansions, featuring the Protoss and Zerg campaigns, will likely be priced as expansions and not full retail games.</li>
<li>Battle.net 2.0: <span style="color: #ff6600;"><strong>&#8220;Will it require a subscription?&#8221;  We are certainly not doing that for Starcraft 2.</strong></span></li>
<li>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. <span style="color: #00ccff;">You&#8217;re basically saying, &#8220;Please, I would like to break your game now because I want to play offline for some reason.&#8221;</span></li>
<li>Dustin and Rob confirm that demo or spawn versions will be available in some way.</li>
<li>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.</li>
</ul>
<p>And a few of the more interesting answers in full:</p>
<blockquote><p>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?</p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">It&#8217;s something we do across all of our games. I&#8217;m a big believer in that it&#8217;s the right way to develop a multi-player game, one that is capable of lasting for years and years. It&#8217;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&#8217;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.</span></p></blockquote>
<p>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&#8217;s games are indeed unique in this regard, containing enough depth to keep people playing for extremely long periods of time.</p>
<blockquote><p><strong>16) How does match-making work on the new Battle.net?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">Dustin: It&#8217;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&#8217;re matching you at that point based on your skill level. So assuming you&#8217;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 &#8211; not a whole lot &#8211; of issues with players re-rolling characters in Warcraft 3 and coming back through ranks and being rematched. So you&#8217;d be enjoying your lower rank of gameplay, and here comes somebody who&#8217;s obviously meant to be at level 25. He&#8217;s going to be there in a minute, but meanwhile he&#8217;s going to pound on you. We&#8217;ve got some ideas on how to smooth that kind of thing out and prevent a lot of that kind of behavior.</span></p></blockquote>
<p>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.</p>
<p style="text-align: center;"><img title="This smurf is unhappy about the changes." src="../wp-content/uploads/2009/08/papa_smurf.jpg" alt="This smurf is unhappy about the changes." width="298" height="438" /></p>
<p>The second Q&amp;A, with Dustin Browder, focuses mainly on single player and campaign gameplay issues, and is also <a href="http://www.starcraft-source.com/article/news/view/?id=260">availible in full at StarCraft-Source</a>.</p>
<ul>
<li>Missions will not &#8220;evolve&#8221; or change if you don&#8217;t complete them right away.</li>
<li>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.</li>
<li>There are only few and very specific points in the campaign where the player&#8217;s decision affects the plot and events, but all paths eventually converge to one ending. Blizzard wants to maintain one continuity line that&#8217;s congruent with the books and comics of the StarCraft universe as well as the beginning of the next game in the series.</li>
<li>A Protoss mini-game will be a part of the campaign, providing the opportunity to play as Protoss for a bit.</li>
<li>Heros will mostly show up on more specialized maps so they don&#8217;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.</li>
</ul>
<blockquote>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><strong>5) Does it matter if you succeed &#8220;very well&#8221; at a mission or just &#8220;OK&#8221;?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">Well, it does in some ways.<strong> We do have these achievements that you can show off to your friends</strong> 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&#8217;re still working on what those bonuses are going to be, but it will give you additional access.</span></p></blockquote>
<blockquote><p><strong>10) How many endings will the game have?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">There&#8217;s one ending. We really wanted to have a game that still had a continuity to it, and this is the important thing, too &#8211; that this is not Fallout, you&#8217;re not choosing whether Raynor is good or evil. Raynor is who he is, a conflicted man, a troubled man who&#8217;s seen too much war; and it will have a very specific ending, and the next game will have a very specific beginning.</span></p></blockquote>
<p>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.</p>
<blockquote><p><strong>17) If you use a hero, does it have the ability to get and use items?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">We have the ability to put in items for mod makers, but it&#8217;s not something we typically use in the Starcraft environment. They&#8217;re not around often enough for you to collect a lot of items; it just didn&#8217;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&#8217;s a huge tradition of mods from Warcraft 3 that are dependent on that interface. We&#8217;ve got that interface in and we&#8217;ll be polishing it up as we get closer to ship so that we have that available for the mod makers.</span></p></blockquote>
<p>StarCraft 2&#8242;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.</p>
<blockquote><p><strong>20) How do the units change from single player to multi-player?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><span style="color: #00ccff;">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.</span></p></blockquote>
<p style="text-align: left;">Over at <a href="http://www.shacknews.com/featuredarticle.x?id=1180" target="_blank">ShackNews</a>, an Interview with Chris Sigaty, lead producer, yields this new piece of interesting information:</p>
<blockquote><p>Chris Sigaty: <span style="color: #00ccff;">Challenges are something we&#8217;re trying. We always hear people say, &#8220;You look at singleplayer as the training ground for multiplayer, right?&#8221; And we don&#8217;t really. </span></p>
<p><span style="color: #00ccff;">And in fact here we&#8217;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&#8217;t in multiplayer at all, like Firebats, Medics, all sorts of stuff. We kind of created challenges out of this, and <strong>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&#8217;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</strong>. Those two things are available when you&#8217;re offline.</span></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p>Shack: It almost sounds like a tutorial-plus.</p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p>Chris Sigaty: <span style="color: #00ccff;">Yeah, it&#8217;s like a master version of a tutorial. And you can best yourself too. There&#8217;s a minimum bar we want you to hit, and you can try to best yourself by playing them again and again. It&#8217;s pretty cool stuff&#8211;I&#8217;m really excited about it, because I think that&#8217;s one of the things we haven&#8217;t done as well in the past, is really helped out people who aren&#8217;t really experience in multiplayer. And when they jump on there for the first time, nobody&#8217;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&#8211;some of the better players do research, they get replays, they see what the best players do.</span></p></blockquote>
<p style="text-align: left;">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&#8217;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.</p>
<p style="text-align: left;">Another Q&amp;A session with Chris Metzen, vice president of creative development, has been published over at <a href="http://sclegacy.com/interviews/10-blizzard/470-july-20-2009-metzen-interview" target="_blank">SC Legacy</a>. 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:</p>
<blockquote>
<p style="text-align: left;"><strong>Q: Can Protoss get infested? </strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p style="text-align: left;"><strong>A:</strong> <span style="color: #00ccff;">I&#8217;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&#8217;m spacing out&#8230; I feel like I wanna take the 5th on that too. It&#8217;s a weird one. Off the top of your head you&#8217;d think &#8220;sure!&#8221;</span></p>
</blockquote>
<p style="text-align: left;">This conforms to Blizzard&#8217;s original stance regarding the concept, but directly contradicts a statement from <a href="http://www.sc2blog.com/2009/07/16/community-qa-and-comic-contest-june-winners/" target="_blank">last month</a>:</p>
<blockquote>
<p style="text-align: left;"><span style="color: #00ccff;">Based on the lore, the <strong>Protoss do not become infested</strong>. The combination of the two result in a hybrid race.</span></p>
</blockquote>
<p style="text-align: left;">Can the Protoss become infested? It is a mystery.</p>
<p style="text-align: center;">***</p>
<p>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.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/wq1USNR8xbY" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/wq1USNR8xbY"></embed></object></p>
<p>Lastly, a somewhat single-player-unrelated but quite interesting, strictly <a href="http://sclegacy.com/interviews/10-blizzard/469-july-20-2009-sigaty-a-browder-interview">gameplay/development interview</a> with Chris Sigaty and Dustin Browder delivers a few highlights:</p>
<ul>
<li>Terran buildings can be repaired in mid-air.</li>
<li> Emphasis is put on tech paths that do not over-simplify unit countering decisions, i.e. no &#8220;one tech path fits all&#8221;.</li>
<li> Immortal Hardened Shields are now available by default.</li>
</ul>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p>That&#8217;s it for the single player information explosion. With BlizzCon coming up in just a couple of days, it&#8217;s safe to assume we&#8217;ll get just as much new information about the multiplayer part of the game, if not more&#8230;</p>
<p>The entire collection of screenshots which were released during the event is <a href="../wp-content/uploads/2009/Single%20Player/Single_Player_Screens.zip">available for download here</a>.
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		<title>Death Animations, StarCraft 2 Q&amp;A 51 and Fansite Q&amp;A 5</title>
		<link>http://www.sc2blog.com/2009/05/29/death-animations-starcraft-2-qa-51-and-fansite-qa-5/</link>
		<comments>http://www.sc2blog.com/2009/05/29/death-animations-starcraft-2-qa-51-and-fansite-qa-5/#comments</comments>
		<pubDate>Fri, 29 May 2009 20:51:05 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2134</guid>
		<description><![CDATA[Karune, Blizzard&#8217;s RTS Community Manager, has posted a brand new Q&#38;A batch on Battle.net. This one includes a special &#8220;Chat with Devs&#8221; section, dedicated solely to StarCraft 2&#8242;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Karune, Blizzard&#8217;s RTS Community Manager, has posted a <a href="http://forums.battle.net/thread.html?topicId=17367809543&#038;sid=3000">brand new Q&amp;A batch on Battle.net</a>. This one includes a special &#8220;Chat with Devs&#8221; section, dedicated solely to StarCraft 2&#8242;s new death animations.</p>
<blockquote><p>Chat with Devs: <span style="color: #00ccff;">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.</span><br />
<a href="http://www.starcraft2.com/features/misc/deathanimations.xml">http://www.starcraft2.com/features/misc/deathanimations.xml</a></p></blockquote>
<p>The artistic effort behind these death animations was first mentioned in June 2008, when <a href="http://www.sc2blog.com/2008/06/11/starcraft-2-qa-40-aa-battlecrusiers-death-animations/">Karune stated that</a></p>
<blockquote><p><span style="color: #00ccff;">&#8220;</span><span style="color: #00ccff;">currently, <strong>we are looking to have different types of death animations available for multiplayer than will be present for the single player campaign</strong>.&#8221;</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2135 aligncenter" title="That's Hot" src="http://www.sc2blog.com/wp-content/uploads/2009/05/hot_hydralisks.jpg" alt="That's Hot" width="471" height="219" /></p>
<p>And again in January this year, when the  <a href="http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/">Chat with Devs section included the following</a> graphic descriptions:</p>
<blockquote><p><span style="color: #00ccff;">The art team has been adding several <strong>new death animations for units</strong> 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.</span></p></blockquote>
<p>So be sure to <a href="http://www.starcraft2.com/features/misc/deathanimations.xml">check out the neat, short video</a> that Blizzard&#8217;s Devs put up to demonstrate the art team&#8217;s recent efforts.</p>
<blockquote><p><strong>1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?<br />
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L &amp; i), it&#8217;s a little difficult.</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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.</span></p></blockquote>
<p>A naming policy (except for profanity, racism, etc&#8230; ) 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&#8217;ll find its way into the StarCraft world&#8230;. unless&#8230;<em> <a href="http://www.massively.com/2009/02/12/jeff-kaplan-leaving-world-of-warcraft-for-next-gen-blizzard-mmo/">use your imagination</a>.<br />
</em></p>
<blockquote><p>2. <strong>StarCraft 2&#8242;s terrain properties such as Xel&#8217;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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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.</span><br />
<strong></strong><br />
3. <strong>Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Replay files do not include audio. However you will be able to see all text chats while you are watching replay.</span></p></blockquote>
<p><strong>If </strong>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&#8217;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&#8217;s likely players will keep using external tools for either recording voice or even for communicating, forgoing the use of Blizzard&#8217;s system completely.</p>
<blockquote><p>4. <strong>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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.</span><br />
<strong></strong><br />
5.<strong> 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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Information Box for Observers and Replay viewers" src="http://www.sc2blog.com/wp-content/uploads/2009/04/mules.jpg" alt="" width="552" height="335" /></p>
<blockquote><p>6. <strong>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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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.</span></p></blockquote>
<p>Blizzard has officially confirmed that the beta will include:</p>
<ul>
<li>Multiplayer via Battle.net 2.0</li>
<li>Replay viewer</li>
<li>Map Editor</li>
<li>No Campaign</li>
<li><span style="color: #ff6600;"><strong>Player versus AI</strong><strong></strong></span></li>
</ul>
<p>Blizzard has also released the 5th installation of the Fansite Q&amp;A series, answering questions mailed in by <a href="http://www.sc2armory.com/forums/topic/6974">the SC2Armory community</a>.</p>
<blockquote><p><strong>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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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.</span></p></blockquote>
<p>StarCraft 2&#8242;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 &#8220;attached&#8221; to these tools, since they provide an elegant solution to the over-automation that many gamers have complained about prior to <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">the mechanics&#8217; introduction in February</a> this year.</p>
<blockquote><p><strong>2) With missile barrage and Yamato cannon, Battlecruisers&#8217; 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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Hydralisks are easily the Zerg&#8217;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.</span><br />
<strong></strong><br />
<strong>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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The ghost&#8217;s snipe shot, which deals 60 damage (and ignores armor) to biological units like the mutalisk, can be a good defensive ability. The Thor&#8217;s anti-air attack also has +2 damage against Mutalisk&#8217;s Light armor. Additionally, the nighthawk&#8217;s hunter seeker missile gives splash damage, making it a great counter against mutalisk stacking, considering it does 150 damage.</span> <span style="color: #ff6600;"><strong>One missile can effectively 1-shot a whole stack of mutalisks if the zerg player does not try to dodge the missile.</strong></span> <span style="color: #00ccff;">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.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Semi - stacked Mutalisk Ready for AoE" src="http://www.sc2blog.com/wp-content/uploads/2008/08/mutalisks3.jpg" alt="" width="510" height="348" /></p>
<p>Well, that&#8217;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<strong>.</strong></p>
<blockquote><p><strong>4) When the Corrupters attack turns enemy flyers into &#8220;turrets&#8221; does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Once they are corrupted, all corrupted units will do the same damage.</span><br />
<strong></strong><br />
<strong>5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them?</strong><br />
<strong></strong> <span style="color: #00ccff;"><br />
Yes, the parasited unit will have all upgrades / abilities.</span></p></blockquote>
<p style="text-align: left;">Neural Parasite, the Zerg&#8217;s short-term late-game mind control ability, is not likely to see much play in intense 1v1 skirmish games, and there&#8217;s little, if any, reason to present limitations or nerfs on the controlled units. Prime targets would undoubtedly be casters; wasting the enemy unit&#8217;s energy and getting it killed in the process could become a viable late-game strategy for dealing with Protoss Templars and Terran Ravens.</p>
<blockquote>
<p style="text-align: left;">6) <strong>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&#8217;s missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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&#8217;s mobility, vikings will be much better than the original StarCraft&#8217;s goliath due to its new transformation abilities.</span><br />
<strong></strong><br />
7) <strong>When we were told EMP was removed from the Ghost, it wasn&#8217;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?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The ghost has regained the <strong>EMP ability again and EMP now does 100 damage to shields and drains all energy from player&#8217;s own and enemy units in the targeted area</strong>.</span><br />
<strong></strong><br />
8 ) <strong>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)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">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</span>
</p></blockquote>
<p>It&#8217;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 <strong>Psi Storm</strong> and it&#8217;s highly unlikely to see anyone using it to create a single paper Immortal.
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		<title>New Hi-Res Screenshots, Korean Impressions, Fansite Q&amp;A 4</title>
		<link>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/</link>
		<comments>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/#comments</comments>
		<pubDate>Tue, 26 May 2009 18:02:54 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2082</guid>
		<description><![CDATA[This weekend, GameMeca and PlayXP, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite Q &#38; A session via SCLegacy, spanning 9 questions, though revealing little new information. GameMeca&#8217;s article [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend, <a href="http://www.gamemeca.com/pc/review_view.html?page=1&amp;genre_code=&amp;search_kind=&amp;search_text=&amp;chr_from=&amp;chr_to=&amp;order=isrt_date&amp;seq=1187&amp;gm_id=gm0003555&amp;subpage=1">GameMeca </a>and <a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP</a>, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite<a href="http://sclegacy.com/news/23-sc2/376-scl-exclusive-fansite-qaa"> Q &amp; A session via SCLegacy</a>, spanning 9 questions, though revealing little new information.</p>
<p><img class="aligncenter" title="South Korean Press Event" src="http://www.sc2blog.com/wp-content/uploads/2009/05/korean_event.jpg" alt="South Korean Press Event" width="598" height="399" /></p>
<p>GameMeca&#8217;s article has been <a href="http://sclegacy.com/news/23-sc2/386-gamemeca-starcraft-ii-impressions">translated by SCLegacy&#8217;s editors</a> (<a href="http://sc2blog.com/wp-content/uploads/2009/05/GameMeca.pdf">download the article in PDF version here)</a>. The lengthy article hasn&#8217;t revealed any drastic changes in the latest StarCraft 2 build; however, some observations are worth noting.</p>
<blockquote><p>The amazing truth is that there was no loading time. Like eating rice after putting it in water <span style="color: #ffcc99;">(a common way for Koreans to cool down rice instantly while not altering the flavor SC:L)</span> the loading time was over almost instantly</p></blockquote>
<p>It appears that Blizzard&#8217;s developers have opted for pre-caching the game&#8217;s map data, graphics and engine during the players&#8217; stay in the game waiting room, prior to the actual match. This is a welcome improvement over current models, and it won&#8217;t be surprising to see more developers following in Blizzard&#8217;s footsteps in newer games.</p>
<blockquote><p>&#8230;.the game being host to a fast sense of speed. From the speed of Probes mining minerals to the movement and <strong>attack speeds of the Zealots and Zerglings, and also the rate at which units killed and died in the middle of a battle. The speed was approximately 1.5 times faster than the current</strong> ‘Star’.</p></blockquote>
<p>The above statement is in line with Blizzard&#8217;s own statements regarding average game length expectations and what&#8217;s been <a href="http://www.sc2blog.com/category/battle-report/">observed in the Battle Reports</a>. Games are furiously fast, and army collisions often result in immediate and heavy damages due to the abundance of splash and AoE dishing units and the overall increase in game pace.</p>
<blockquote><p>The graphics quality probably will not surpass those of the recently released RTS, ‘Warhammer 40K, Dawn of War2’, but its refined, polished look and the light, warm colors give the whole game a graceful, pristine feel</p></blockquote>
<p>StarCraft 2 is not  graphically inferior to contemporary RTS titles, especially after the recently implemented model and texture upgrades. Having participated in <a href="http://www.dawnofwar2.com">DoW2&#8242;</a>s beta, we&#8217;ve enjoyed the killing blow animations and explosive effects of Dawn of War 2, but there&#8217;s little, if any, <em><strong>need</strong></em> for improvement to StarCraft 2&#8242;s graphics.</p>
<p align="center"><img title="Protoss and Swarm Clash - StarCraft 2' graphics" src="http://www.sc2blog.com/wp-content/uploads/2009/05/protoss_swarm_clash.jpg" alt="Protoss and Swarm Clash - StarCraft 2' graphics" width="556" height="382" /></p>
<blockquote><p>&#8230;when multiple workers were selected and one mineral was clicked, instead of rushing all to that one mineral <strong>they all spread out, going in different directions</strong> like the good friends they are.</p></blockquote>
<p>And so passes the ancient art of first-second worker control.</p>
<blockquote><p>Next is the ability to hotkey multiple selections and squads. The original selection cap of only 12 multiple selections has increased to 24, and when selecting with hotkeys it was possible to go above the 24 limit. If 25 Zealots were set to hotkey number 1, the space that showed unit details said 24 units were set to hotkey 1 and the leftover one unit was set to hotkey 2.</p></blockquote>
<p>There is no limit on the number of selected units. However, hot-keyed control groups are limited to 24 units each, with the game automatically assigning the &#8220;overflow&#8221; units to the next control group number.</p>
<blockquote><p>&#8230; when multiple buildings were selected it was necessary to press the unit production button as many times as the number of buildings.</p>
<p>It was because if you pressed the button once, the first of the selected buildings started producing, and if you pressed another time the second building produced and so on. It was the same for unit upgrades, like in the case of 10 hydras. If all ten were selected, you needed to press the Lurker button 10 times to make all ten into Lurkers.</p></blockquote>
<p>The above mechanism is an example of the sort of brilliant decisions that make Blizzard games what they are. Players are provided with a comfortable, &#8220;automated&#8221; way of selecting multiple units and buildings, yet are given full control over the number and types of units produced/upgraded. Pressing one button does not create a horde of identical units, but players are not denied the option of producing from groups of buildings via hotkeys either.</p>
<p><a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP has published</a> six super hi-res shots:</p>
<p align="center">
<a href="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide.jpg"><img class="size-thumbnail wp-image-2091 alignleft" title="Thors and Ultralisk Collide in Epic Battle" src="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide-150x150.jpg" alt="Thors and Ultralisk Collide in Epic Battle" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada.jpg"><img class="size-thumbnail wp-image-2090 alignleft" title="Terran Air Armada" src="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada-150x150.jpg" alt="Terran Air Armada" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid.jpg"><img class="size-thumbnail wp-image-2089 alignleft" title="Raiders Raid a Zerg Worker Line" src="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid-150x150.jpg" alt="Raiders Raid a Zerg Worker Line" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings.jpg"><img class="size-thumbnail wp-image-2088 alignleft" title="Zerg Going Old School Mutaling" src="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings-150x150.jpg" alt="Zerg Going Old School Mutaling" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans.jpg"><img class="size-thumbnail wp-image-2087 alignleft" title="Protoss Colossi Fight Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans-150x150.jpg" alt="Protoss Colossi Fight Terrans" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords.jpg"><img class="size-thumbnail wp-image-2086 alignleft" title="Brood Lords Swarm Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords-150x150.jpg" alt="Brood Lords Swarm Terrans" width="150" height="150" /></a>
</p>
<p>SC:L&#8217;s Fansite Q&amp;A clarifies several moot points, mainly on aspects either inherited from StarCraft 1 or left unclear after previously being discussed in a vague manner during StarCraft 2&#8242;s development.</p>
<blockquote><p>1. <strong>Are any other units aside from the Dark Templar going to have multiple models (ie. male and female Ghosts)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Currently, we&#8217;re not considering any other units for multiple models.</span><br />
<strong></strong><br />
2. <strong>In the original StarCraft and Brood War, Carriers have been very rarely used for competitive matches due to their ineffectiveness in small numbers because of their critical mass effect. Up until now, what changes or ideas have played with to increase their effectiveness in small numbers with or without other ships for support, and what is the current status on the Carrier? Also, what about the Battlecruiser?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">In general, it&#8217;s still better if you have as many carriers or battlecruisers as possible in the battle. However, small numbers of carriers or battlecruisers will be still very useful for supporting both ground and air units.</span><br />
<strong></strong><br />
<strong>3. We were told recently that workers can&#8217;t patrol. This makes SCV auto-repair a lot less useful. (In Warcraft III, you could set a worker to patrol, and it would auto-repair any damaged buildings or mechanical units nearby. Great for keeping towers (and bunkers!) alive.)</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">SCVs can patrol, so if you activate auto-casting of the SCV&#8217;s repair ability, that SCV will repair damaged buildings or units it encounters while on patrol. The SCV will repair nearby units and buildings and continue its designated patrol pattern again after the repairs are complete.</span></p></blockquote>
<p>Players will be able to assign SCVs to repair duty, leaving another repetitive StarCraft 1 chore behind. This will be a handy tool for frequently raided expansions and stretched. turtled defense lines.</p>
<blockquote><p><strong>4. What use does the Overlord usually see versus the Nydus Worm? That is, in what capacity is each transport mechanic used?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">It all depends on a player&#8217;s choice in each case. When you want try out a sneaky and clever attack on the enemy&#8217;s base, the nydus worm can be useful in that role as a more tactical and general choice for harassing the enemy&#8217;s economy. However, you can also use a mass overlord drop just like the original StarCraft, for an aggressive, all-out attack. However, the overlord drop is riskier, as you&#8217;re putting much of your supply and the cargo in jeopardy if you encounter strong anti-air defense.</span><br />
<strong></strong><br />
<strong>5. Can Thors or Colossi be transported in any way?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thors and colossi can be transported by each race&#8217;s transportation units: the medivac and the warp prism.</span></p></blockquote>
<p align="center">
<img class="aligncenter" title="Thor is as Big as Barracks. " src="http://www.sc2blog.com/wp-content/uploads/2008/12/thorbig.jpg" alt="" width="520" height="274" />
</p>
<p>Thors being transported by anything short of a Battlecruiser constitutes a major realism issue. Thors are huge not only visually, but &#8220;by design&#8221;, so to speak. Two Reavers were never small enough to fit in a shuttle, but a Reaver was never perceived as a multi-cannon front-line behemoth like the Thor is. Carrying a Thor <em>inside</em> the Medivac <strong><em>reverses Blizzard&#8217;s long time decision of making the Thor untransportable</em>.</strong></p>
<blockquote><p><strong>6. How do you use the Thor&#8217;s resurrection ability? Does it cost resources to use?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thor doesn&#8217;t have the resurrection ability any more in the current build. While the mechanic was a cool idea on paper, it didn&#8217;t end up being especially practical when we tried it in internal playtesting.</span><br />
<strong></strong><br />
<strong>7. How has more efficient AI and pathfinding affected the game? Does it make the game easier?<br />
</strong><strong></strong><br />
<span style="color: #00ccff;">AI in StarCraft II is much more developed from the original StarCraft. For example, the computer is required to scout to find you now in every difficulty mode. In higher difficulty modes, the AI will adapt to what it sees you are building to counter your selected strategy with key units of their own. This means that the computer no longer cheats as far as &#8220;knowing&#8221; where you are and what you&#8217;re doing. It can only react to what it sees when their scouts find your units and bases.</span></p>
<p><span style="color: #00ccff;">The pathfinding is also much improved in StarCraft II, which will reduce some frustration when directing your units to move long distances around varying terrain. Certain melee units are also smarter about attempting to surround enemies, but we don&#8217;t believe this makes the game &#8220;easier.&#8221; Players who choose to micro their armies will still have an advantage.</span><br />
<strong></strong><br />
<strong>8. I would like to know if the MULE can repair air units and lifted-off buildings, and in turn, could we see MULEs being called down in the front lines to repair Battlecruisers and Thors or in the corner of the map to repair a burning Command Center that was lifted off to escape an attack? Also, at what rate does a MULE repair? Faster or slower than an SCV?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The mule is only for gathering minerals or scouting. You cannot repair units or structures with the mule.</span><br />
<strong></strong><br />
<strong>9. Regarding the &#8220;Discussion with Artosis and Idra&#8221; video &#8211; does their prediction that Zerg vs. Zerg is degrading into &#8220;Roach spam&#8221; have any validity? Will ZvZ matchups frequent a more diverse selection of units beyond Zerglings, Roaches, and Mutalisks?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">We would like to see as many units as possible being used in the battle, instead of some selected units like zerglings, roaches, and mutalisks. We are still polishing and balancing units including the roach, and hope to see how the players will make various combinations of units during the beta.</span></p></blockquote>
<p>Blizzard has made it clear that they&#8217;re comitted to preventing all possible match-ups from &#8220;deteriorating&#8221; into battles involving 2-3 units many times before. Unit spam is a core issue which plagues the majority of existing RTS titles, and solutions require <em>a lot of testing, feedback and balancing</em> &#8211; the main goals of the upcoming beta.
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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 [...]]]></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>
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		<title>Inside StarCraft 2 Q&amp;A 49 &#8211; Analysis and Summary</title>
		<link>http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/</link>
		<comments>http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/#comments</comments>
		<pubDate>Thu, 26 Feb 2009 00:27:05 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1540</guid>
		<description><![CDATA[The Massive 49th StarCraft 2 Q&#38;A batch includes an informative and graphic Chat with the Devs section, and coupled with six gameplay oriented Q&#38;As, it has shed a lot of light on recent critical changes to StarCraft 2. The developers have unveiled significant changes to Zerg graphics and the Queen unit, explained the mechanics of [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">The <a href="http://forums.battle.net/thread.html?topicId=15211803043&amp;sid=3000&amp;pageNo=1">Massive 49th StarCraft 2 Q&amp;A</a> batch includes an informative and graphic <em>Chat with the Devs</em> section, and coupled with six gameplay oriented Q&amp;As, it has shed a lot of light on recent critical changes to StarCraft 2. The developers have unveiled significant changes to Zerg graphics and the Queen unit, explained the mechanics of the <a href="http://www.sc2blog.com/2009/01/20/starcraft-2-beta-is-scheduled-to-be-released-in/">recently mentioned Protoss <strong>Dark Pylon</strong></a>, and unveiled the brand new Terran <strong>Orbital Command</strong>.</p>
<p style="text-align: left;">Within hours of releasing the Q&amp;A, Cydra and Karune, Blizzard&#8217;s RTS community managers, have provided <strong>more than 30 follow-up clarification</strong> <strong>posts </strong>to complete the puzzle. The following coverage makes use of these clarifications within the context of the original Q&amp;A for your reading pleasure.</p>
<blockquote style="text-align: left;"><p><strong>Chat with Devs:</strong></p>
<p><strong>Art Updates</strong><br />
<span style="color: #00ccff;">The StarCraft art team have been making massive updates to the Zerg faction, adding various new animations and improving even further on the textures of Zerg units and buildings. A picture is a thousand words so check out the updates for yourself!<br />
</span><br />
<strong>Zerg Drone</strong> (Before/After)<br />
<a href="http://www.battle.net/images/misc/09-02/UpdatedDrone.jpg">http://www.battle.net/images/misc/09-02/UpdatedDrone.jpg</a><br/><br/></p>
<p><strong>Zerg Overlord</strong> (Before/After)<br />
<a href="http://www.battle.net/images/misc/09-02/UpdatedOverlord.jpg">http://www.battle.net/images/misc/09-02/UpdatedOverlord.jpg</a><br/><br/></p>
<p><strong>Zerg Hydralisk</strong> (Before/After)<br />
<a href="http://www.battle.net/images/misc/09-02/UpdatedHydralisk.jpg">http://www.battle.net/images/misc/09-02/UpdatedHydralisk.jpg</a><br/><br/></p>
<p><strong>Zerg Overseer</strong> (Before/After)<br />
<a href="http://www.battle.net/images/misc/09-02/UpdatedOverseer.jpg">http://www.battle.net/images/misc/09-02/UpdatedOverseer.jpg</a><br/><br/></p>
<p><strong>Zerg Baneling</strong> (Before/After)<br />
<a href="http://www.battle.net/images/misc/09-02/UpdatedBaneling.jpg">http://www.battle.net/images/misc/09-02/UpdatedBaneling.jpg</a><br />
<span style="color: #00ccff;"><br />
Throughout the development process, the team is constantly reiterating and improving on the game in every way. As mentioned before, the Infestor too is getting a makeover, becoming much creepier and intimidating – you definitely don’t want to end up helpless at the will of this thing!<br />
</span><br />
<strong>Zerg Infestor Concept Art</strong><br />
<a href="http://www.sc2blog.com/wp-content/uploads/2009/02/infesterart.jpg"><img class="size-full wp-image-1544 alignnone" title="StarCraft 2 New Infestor Concept Art" src="http://www.sc2blog.com/wp-content/uploads/2009/02/infesterart.jpg" alt="StarCraft 2 New Infestor Concept Art" width="552" height="392" /></a></p>
<p><span style="color: #00ccff;">The StarCraft 2 team has made a number of changes in each of the races as the game gets closer to Beta. These are some of the new weapons and abilities that are currently being tested on the battlefield. </span></p></blockquote>
<p><img class="size-full wp-image-1545 alignnone" title="A Mechanical Infestor" src="http://www.sc2blog.com/wp-content/uploads/2009/02/reaver_sc1_art1.jpg" alt="A Mechanical Infestor" width="200" height="161" /><br />
If the above concept art reminds you of a certain Protoss unit, you are not the only one. The Zerg Infestor looks just like the biological counterpart of the mechanical Protoss <strong>Reaver</strong>. The Reaver is well remembered for being an extremely slow unit that depends on Shuttles for mobility &#8211; and as Karune confirmed, Infestors will indeed be relatively slow units.</p>
<blockquote><p><span style="color: #00ccff;">The Infestor will still be relatively slow, though they have been sped up a bit from when you guys last saw it.</span></p></blockquote>
<p>Overall, Zerg model improvements focused on giving the units a slicker, more polished <a href="http://en.wikipedia.org/wiki/Xenomorph_(Alien)">Xenomorph</a>-like look and have also greatly enhanced their detail. Obvious improvements include &#8220;translating&#8221; some of the model textures into actual 3D.</p>
<blockquote><p><strong>Protoss Dark Pylon</strong><br />
<span style="color: #00ccff;">Long used only by the Dark Templar of Shakuras, the Dark Pylon is now used by all as the Protoss war for survival becomes more desperate. In addition to providing supply and giving power to nearby Protoss structures, the Dark Pylon has several unique abilities that require energy to use.</span><br/><br/></p>
<p><strong>Proton Charge</strong>:<span style="color: #00ccff;">an area-of-effect ability that gives all targeted Probes additional charge for their Proton-Cutters. Probes that have an additional charge gather additional minerals per trip when collecting resources. The Proton Charge lasts only a short time before dissipating. </span></p>
<p><br/><br />
<strong>Null Shield</strong>: <span style="color: #00ccff;">a single-target ability that causes a Protoss Shield to shimmer and warp, cloaking the targeted Protoss unit. The Null Shield lasts only a short time. </span><br/></p>
<p><strong>Argus Link</strong>: <span style="color: #00ccff;">a single-target ability that transfers energy from the Dark Pylon to any energy-using Protoss unit. </span><br/><br/></p>
<p>Screenshot: Proton Charge in Action<br />
<a href="http://www.battle.net/images/misc/09-02/PROTOSS_DroneTarget.jpg">http://www.battle.net/images/misc/09-02/PROTOSS_DroneTarget.jpg</a><br />
<a href="http://www.battle.net/images/misc/09-02/PROTOSS_DroneHarvest.jpg">http://www.battle.net/images/misc/09-02/PROTOSS_DroneHarvest.jpg</a></p></blockquote>
<p>The <strong>Protoss Dark Pylon</strong> is a brand new Protoss building with two unit support abilities and one macro complication.</p>
<blockquote><p><span style="color: #00ccff;">The Dark Pylon currently costs 150 minerals (50 more than normal Pylon) and has the Gateway as the prerequisite building. This of course is all subject to change while more balance testing is occuring.</span></p></blockquote>
<p>As stated in its introduction, it provides the Protoss with all the benefits of a Pylon (power, supply) but its abilities give the Dark Pylon a significant advantage when used defensively at expansions or as a <a href="http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/" target="_blank">proxy Pylon</a>, as well as a home-base gathering-accelerator. Its AoE Proton Charge ability <strong>benefits the player proportionally to the number of probes affected</strong>, making its construction a great investment for a well-populated mining line.</p>
<blockquote><p><strong>Terran Orbital Command</strong>:<br />
<span style="color: #00ccff;">The Terrans rely not only on the troops they can train on the battlefield but also on troops called from deep space. The Orbital Command allows the Terrans to make use of their orbital assets to support their fight on the ground. As an upgrade to the Command Center the Orbital Command can create SCVs and serves as a drop location for collected resources. In addition it has several abilities that require energy.</span><br />
<br/><br />
<strong> Calldown Mule:</strong> <span style="color: #00ccff;">sends a single automated mining robot by drop-pod that assists SCVs in collecting resources by working around current SCV mining operations. Unfortunately the Mule is still in the prototype phase and has a limited battery supply (timed life). </span><br />
<br/><br/><br/><br />
<strong>Calldown Extra Supplies:</strong> <span style="color: #00ccff;">sends additional supplies to a targeted Supply Depot. Generally used by Terran commanders only in an emergency to allow them to support additional troops. </span></p>
<p><strong><br />
Scanner Sweep:</strong> <span style="color: #00ccff;">using a satellite in high-orbit, the Terrans reveal a large area anywhere on the map and detect all cloaked units within the target area. </span></p></blockquote>
<p>The Terran Orbital Command upgrade <strong>replaces </strong>the &#8220;Surveillance Center&#8221; which has been <a href="http://www.sc2blog.com/2007/08/04/starcraft2com-terran-pages-added/">unveiled during the introduction</a> of the Terran&#8217;s new upgradeable Command Center. Players which have upgraded their Command Center to a <strong>Planetary Fortress</strong> can not upgrade to Orbital Command and vice versa.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/02/mules-orbital-command.jpg"><img class="size-full wp-image-1553 aligncenter" title="Mules and Orbital Command" src="http://www.sc2blog.com/wp-content/uploads/2009/02/mules-orbital-command.jpg" alt="Mules and Orbital Command" width="629" height="468" /></a></p>
<p style="text-align: left;">The Calldown Mule ability is not the innocent Macro twist it first appears to be:</p>
<blockquote><p><strong>Cydra</strong>:<br />
<span style="color: #00ccff;">Dark Pylon&#8217;s abilities has a cast range.<br />
Orbital Command&#8217;s abilities technically don&#8217;t have a cast range, since <strong>mules can be dropped any place on the map</strong> and Extra Supplies only can be dropped on the Supply Depot. And as you know, Scanner Sweep can be used on the any map location</span>.</p></blockquote>
<p>Karune has later confirmed that theoretically, <strong>Mules can be called down &#8220;offensively</strong>&#8220;. Land a Mule on top of a bunched up group of enemy Marines, and a nearby Siege Tank will share his love with them in an attempt to kill it. Fortunately, the Mule Drop Pod animation lasts 5-10 seconds, providing enough time for splash-heavy units to prepare for its impact and adjust their targeting.  The current state of the Mule is:</p>
<ul>
<li>Has the repair ability.</li>
<li>Able to mine more Minerals per trip than an SCV.</li>
<li>Costs no supply and has no quantity limit. The Orbital Command&#8217;s Energy is the only limiting factor.</li>
<li>Has unlimited range &#8211; can be dropped anywhere on the map.</li>
<li>Has SCV-equivalent attack strength.</li>
<li>Has a time limit and disappears when its battery runs out.</li>
</ul>
<p>The ability granting extra supplies, on the other hand, is a <strong>permanent Supply Depot buff</strong>, which even makes the building look differently.</p>
<blockquote><p><strong>Cydra</strong>:<br />
<span style="color: #00ccff;">1. Calldown Extra Supplies costs 50 energy.<br />
2. Extra Supplies increases the supply output by 2.<br />
3. You can still lower/raise your Supply Depot after calldown Extra Supplies on it.<br />
4. It is permanent and looks different from the Supply Depot, which means you&#8217;d better take out this Depot first when you attacking the enemy Terran base.</span></p></blockquote>
<p>While  the Terran&#8217;s macro-complication agent is the Command Center and the Protoss receive the Dark Pylon twist, it is the <strong>Zerg&#8217;s Queen</strong> that lands the mother of all macro buffs.</p>
<blockquote><p><strong>Zerg Queen</strong><br />
<span style="color: #00ccff;">The Zerg Queen has continued to evolve over the last few months. She is a fierce defender of the Zerg Hatcheries and can often be found in small groups defending the larger Zerg infestations. In addition to defending her Hatchery from ground and air threats, the Queen has several special abilities that require energy to use.</span><br />
<br/><br/><br />
<strong>Build Creep Tumor:</strong> <span style="color: #00ccff;">with a mighty push from her bowels, the Queen creates a cluster of organic tumors that generate additional creep. In recent months the Zerg have mutated to move more quickly on creep, making this an important function for the Queen. </span><br />
<br/><br/><br />
<strong>Spawn Larva: </strong><span style="color: #00ccff;">by injecting Queen ichor into a Hatchery, Lair or Hive the Queen can cause the Zerg structure to undergo a startling metamorphosis. The Hatchery starts to throb and green sacks swell up on the structure. Eventually four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.</span></p></blockquote>
<p>As Karune has reconfirmed in response to a question, <strong>Queens are not unique</strong> units. This creates the possibility of coordinated multi-Hatchery, multi-Queen production bursts, which can effectively more than double the amount of units produced at a given time. The Zerg have been given an extremely flexible, purely macro  oriented tool that pushes the player to make meaningful production, offensive, defensive and resource gathering-related decisions.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/02/zerg-larvae-attacked.jpg"><img class="size-full wp-image-1556 aligncenter" title="15 Larvae Hatchery" src="http://www.sc2blog.com/wp-content/uploads/2009/02/15-larvae-hatchery.jpg" alt="15 Larvae Hatchery" width="587" height="428" /></a></p>
<blockquote><p><strong>Karune:</strong><br />
<span style="color: #00ccff;">Being able to spawn additional larva can potentially help Zerg production quite a bit actually. Prior, when a Zerg player hatched offensive units, they were always sacrificing the creation of more drones. <strong>This ability allows more bandwidth</strong> to create even more offensive units for a big push, build more balanced with more drones and additional units, or double up on the teching effort with all drones. There are a lot of options to play with that will surely inspire many new strategies.</span></p></blockquote>
<p>The Queen has also been given the perfect AoE attack, which has been confirmed to <strong>damage both ground and air, and not damage friendly units.</strong></p>
<blockquote><p><strong>Razor Plague: </strong><span style="color: #00ccff;">with a great breath the queen exhales a cloud of tiny Zerg creatures that create a vast swarm nearby. These creatures attack all enemy creatures within their swarm, <strong>doing additional damage to biological targets</strong>. What makes it worse is the Zerg player can control the swarm, moving it around to attack whatever enemies he wishes until the swarm becomes exhausted and dissipates. </span></p></blockquote>
<p>That wraps up the Chat with the Devs part. Enter Community Q&amp;A section:</p>
<blockquote><p>1) <strong>I am very curious&#8230; previously, SCVs, Drones, Probes, Vultures, Archons, and Dark Archons hovered above the ground so they were not hit by mines. My question is simple: Are there any hovering units in Starcraft 2? If there are, can they hover over shallow water?</strong><br />
<br/><br />
<span style="color: #00ccff;">If Spider Mines stay in the game, then there will be hovering units. Shallow waters are currently just a visual effect and will not ‘play’ differently.</span><br />
<br/><br />
2) <strong>How does the Mutalisk attack work in StarCraft II, what defines its bouncing pattern? Is it random or not? If not, what is the criteria that defines how it bounces?</strong><br />
<br/><br />
<span style="color: #00ccff;">Regardless of the position of the Mutalisk, when its attack hits a target, it will then <strong>acquire the next target based on proximity to the first target</strong>. The attack will always bounce to the next closest target.</span><br />
<br/><br />
3) <strong>Is it possible to toggle off Multiple Building Selection (MBS)?</strong><br />
<span style="color: #00ccff;">No. </span></p></blockquote>
<p>Blizzard is sticking to its stance on MBS, establishing it as a basic game mechanism.<br/></p>
<blockquote><p>4) <strong>Balancing of 2v2 team play: Roaches + Medivac are too over powered for 2v2 team play unit combinations?<br />
</strong><br />
<span style="color: #00ccff;">The regeneration rate of the Roaches and the healing of the Medivac will not stack upon each other.</span><br />
<br/><br />
5) <strong>What is a good counter for Zerg against Marines, which are upgraded from the original StarCraft?</strong><br/></p>
<p><span style="color: #00ccff;">Zerg actually have a few options that are quite effective. Zerglings can catch Marines out in the open and surround them relatively easily. Secondly, Banelings with the burrow ability are also very effective. There is nothing more gratifying than watching a group of Marines walk over a burrowed Baneling. When it unburrows – BOOM! Another counter that can be used are Roaches with burrow. <strong>A player can burrow a Roach at low health for it to regenerate back to full health in seconds, </strong>at which point it can unburrow and begin attacking the Marines again.</span></p>
<p><span style="color: #00ccff;">In late game, Infestor’s with their fungal scourge ability, which causes a biological unit to take damage over time until the unit explodes and does an area of effect damage, decimating groups of Marines easily if the opponent is not fast to react. Additionally, Ultralisks with their new cleave attack as well as 200 more hit points from the original StarCraft also make them an excellent counter to massed Marines.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Zerg Roaches in Battle" src="http://www.sc2blog.com/wp-content/uploads/2008/03/roaches2.JPG" alt="" width="377" height="196" /></p>
<p>The Roach has been confirmed to <a href="http://www.sc2blog.com/2008/05/16/starcraft-2-qa-38-offensive-creeping-surviving-psi-storms/">regenerate fast enough to survive Psi Storms</a>, so Blizzard&#8217;s decision to deny this biological unit the additional healing source was made due to obvious killability issues. Karune&#8217;s description of the burrowed Roach&#8217;s regeneration capabilities promises that we <strong>will be seeing a lot of Zerg Roach micro,</strong> perhaps even forcing opponents to bring detectors to every fight so they can finish off Roaches trying to escape the heat by burrowing.</p>
<blockquote><p>6) <strong>How do you keep the Baneling from exploding on targets that you don’t want them to hit?</strong></p>
<p><span style="color: #00ccff;">The Baneling now has an ‘attack building’ ability now which allows players to have more control over what the Baneling attacks. Players no longer need to worry about Banelings accidentally exploding on a building when they actually wanted it to hit a unit. </span></p></blockquote>
<p>And so ends another massive update, which has included significant changes to game mechanics, the introduction of new buildings and abilities, new upgrades to existing units, and perhaps the final graphical touch ups for the Zerg race.
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		<title>Q&amp;A 48: Macro Complicates, No Day/Night in Multiplayer</title>
		<link>http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/</link>
		<comments>http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 21:01:54 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1357</guid>
		<description><![CDATA[Q&#38;A 48 delivers. Featuring a lengthy and interesting Chat with Devs section, coupled with seven, mostly gameplay-oriented questions, the batch could not have been more relevant for these &#8220;we can almost smell the beta&#8221; times. The batch even starts with a promise of a second StarCraft 2 Battle Report, to showcase the variety of newly [...]]]></description>
			<content:encoded><![CDATA[<p>Q&amp;A 48 delivers. Featuring a lengthy and interesting <a href="http://forums.battle.net/thread.html?topicId=14498463406&amp;sid=3000&amp;pageNo=1">Chat with Devs section, coupled with seven, mostly gameplay-oriented questions,</a> the batch could not have been more relevant for these &#8220;we can almost smell the beta&#8221; times. The batch even starts with a promise of a second StarCraft 2 Battle Report, to showcase the variety of newly introduced gameplay mechanics and animations.</p>
<blockquote><p><strong><span style="text-decoration: underline;">Chat with Devs</span></strong>:<br />
<br/><br />
<span style="color: #00ccff;">The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several <strong>new death animations for units</strong> 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. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the <strong>designers are testing out various macro-management encouraging mechanics that will be implemented to each race</strong>, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&amp;A batch and is also planned to be showcased in the next StarCraft II Battle Report</span>.</p></blockquote>
<p>The StarCraft Universe&#8217;s weaponry varies wildly; from the Colossus&#8217; massive lasers and <a href="http://www.sc2blog.com/2008/03/14/fans-visit-blizzards-hq-return-with-answers/">Thor&#8217;s Flak cannons</a> to the Zerglings&#8217; claws and Hellion&#8217;s flamers &#8211; it is only fitting to have at least several key weapon-type dependent deaths per unit. The unit&#8217;s death animation is unlikely to be tied to an attack by a specific unit, however. Instead, it will probably be the result of a certain type of attack, perhaps divided into categories such as<strong> projectiles, beams, fire and slashing</strong> or the like. This design would allow a unit to behave (ahem, die..) <em>correctly </em>when <strong>facing user-created enemies in custom maps</strong> &#8211; which, as <a href="http://www.sc2blog.com/2008/06/11/starcraft-2-qa-40-aa-battlecrusiers-death-animations/">Blizzard has mentioned before, are the maps that will include the fancy death animations</a>.</p>
<div class="mceTemp mceIEcenter">
<dl class="wp-caption aligncenter" style="width: 600px;">
<dt class="wp-caption-dt"><img title="Hellions and Zerglings getting along" src="http://www.sc2blog.com/wp-content/uploads/2008/10/hellions.jpg" alt="Hellions and Zerglings getting along" width="590" height="511" /></dt>
</dl>
</div>
<p>As mentioned just a <a href="http://www.sc2blog.com/2009/01/20/starcraft-2-beta-is-scheduled-to-be-released-in/">few days ago</a>, Blizzard is clearly looking to complicate the macromanagement aspect of StarCraft 2. With its <a href="http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/">multiple automation mechanisms</a>, StarCraft 2 differs greatly from StarCraft 1&#8242;s Spartan approach to base and economy management. With the demanding <a href="http://www.sc2blog.com/2008/08/02/starcraft-2-august-discussion-topic-gas-mechanics/">Gas Babysitting</a> mechanism not being met with open arms even by seasoned professionals, it is only natural for Blizzard to try and introduce additional concepts that will allow the much needed professional macro-skill edge to be expressed in StarCraft 2.</p>
<p>On to the Q&amp;A:</p>
<blockquote><p>1. <strong>The recently released screenshot</strong> (<a href="http://www.sc2blog.com/wp-content/uploads/2008/12/ss104-hires.jpg">http://www.sc2blog.com/wp-content/uploads/2008/12/ss104-hires.jpg</a>)<strong> shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor?</strong><br/><br />
<span style="color: #00ccff;">Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.</span></p></blockquote>
<p>It has yet to be seen whether this decision truly benefits the professional competition or just constitutes a missed opportunity for introducing an <strong>additional, relevant concept of StarCraft 2 gameplay</strong>. Of course, the decision to not use the existing Day/Night/Weather cycle mechanism in competitive multiplayer matches might be caused by graphics requirements or other gameplay/balance issues that have been discovered during internal testing.</p>
<p style="text-align: center;"><img class="aligncenter" title="Night Fight" src="http://www.sc2blog.com/wp-content/uploads/2009/01/night-fight.jpg" alt="" width="574" height="346" /></p>
<blockquote><p>2. <strong>Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)?</strong> &#8211; Kain175 (USEast)<br/><br />
<span style="color: #00ccff;">This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.</span><br />
<br/><br />
3.<strong> Will there be any multi monitor support?</strong> &#8211; SC2Pod<br/><br/></p>
<p><span style="color: #00ccff;">StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage </span><span style="color: #00ccff;">over other players without more than one monitor.</span></p></blockquote>
<p>As awesome and practical multi-monitor support may be for the RTS and <a href="http://en.wikipedia.org/wiki/Real-time_tactics">RTT</a> genre, no game that is aimed at the mainstream and professional audience simultaneously can afford implementing this feature. It has appeared at the very bottom of our <a href="http://www.sc2blog.com/2007/07/13/changes-we-want-to-see-in-starcraft-2/">StarCraft 2 Wishlist</a> 18 months ago, a fitting place for a great feature that has no place in the real world.</p>
<blockquote><p>4.<strong> SC1 &#8220;caster&#8221; units did not have a regular attack; some of WC3 &#8220;caster&#8221; units did have a regular attack; will SC2 &#8220;caster&#8221; units remain attack-less?</strong> – TheWarCenter<br/><br />
<span style="color: #00ccff;">Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.</span><br />
<br/><br />
5. <strong>When two opposing forces come to a Xel&#8217;naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis?</strong> – TheWarCenter<br/><br/></p>
<p><span style="color: #00ccff;">When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.</span></p></blockquote>
<p>The first (and only, as of today) <a href="http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/">StarCraft 2 Battle Report</a> demonstrated the importance of <strong>Xel&#8217;Naga Watch Tower control</strong> as well as the fact that a significant portion of battles are waged in their proximity.</p>
<blockquote><p>6. <strong>Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time?</strong> &#8211; StarCraft 2 Source DE<br/><br />
<span style="color: #00ccff;">Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.</span><br />
<br/><br />
7. <strong>Are you going to add some of the best custom maps to the regular ladder pool?</strong> &#8211; StarCraft 2 Source DE<br/><br/></p>
<p><span style="color: #00ccff;">In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games. </span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Dota Heroes" src="http://www.sc2blog.com/wp-content/uploads/2009/01/dota_heroes.jpg" alt="" width="434" height="338" /></p>
<p>It is not entirely clear if Karune&#8217;s answer covers the case of &#8220;custom gameplay experience&#8221; that can be found in popular custom maps like <a href="http://en.wikipedia.org/wiki/Defense_of_the_Ancients">DoTA</a> or just user-created maps of exceptional quality, built for normal StarCraft 2 gameplay.</p>
<p>All in all, both the art and game design teams seem to have their hands full. The upcoming Battle Reports, Q&amp;A sessions and community feedback requests are likely to focus on the<strong> few key issues</strong> which have not been resolved internally so far, but have no place in a public beta.
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