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	<title>SC2 Blog &#187; Karunology</title>
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		<title>Micro-Updates: Queued Construction, Unit Types, Mothership</title>
		<link>http://www.sc2blog.com/2010/01/26/micro-updates-queued-construction-unit-types-mothership/</link>
		<comments>http://www.sc2blog.com/2010/01/26/micro-updates-queued-construction-unit-types-mothership/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 13:39:25 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[BlizzaVision]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
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		<guid isPermaLink="false">http://www.sc2blog.com/?p=2929</guid>
		<description><![CDATA[January hasn&#8217;t featured any significant official update from Blizzard (yet),  but a few pieces of information have surfaced through the constantly-growing RTS community team. Here&#8217;s a quick run down of the recent updates to the StarCraft 2 Universe. The role and functionality of the Changeling, a shape-shifting spy unit that can be spawned by Overseers [...]]]></description>
			<content:encoded><![CDATA[<p>January hasn&#8217;t featured any significant official update from Blizzard (yet),  but a few pieces of information have surfaced through the constantly-growing RTS community team. Here&#8217;s a quick run down of the recent updates to the StarCraft 2 Universe.</p>
<p>The role and functionality of the <strong>Changeling, </strong>a shape-shifting spy unit that can be spawned by <strong>Overseers</strong> for an energy cost, has been <a href="http://forums.battle.net/thread.html?topicId=22418746299">clarified by Avarius</a>.</p>
<blockquote><p><span style="color: #00ccff;">The changeling&#8217;s transformation is permanent. Once it is within range of opposing forces, it will transform to that race&#8217;s basic tier 1 unit (marine, zealot, or zergling) and remain so for its duration. In the case of a team game or FFA where there are multiple races, the changeling will transform to the race it encounters first and not change again.</span></p></blockquote>
<p><object style="width: 540px; height: 445px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="540" height="445" 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/BZdbNQIRCZE" /><embed style="width: 540px; height: 445px;" type="application/x-shockwave-flash" width="540" height="445" src="http://www.youtube.com/v/BZdbNQIRCZE"></embed></object></p>
<p>When questioned about the viability of the ability in high-level 1 on 1 matches, Avarius made it clear that he considers the Changeling a worthy addition to the Zerg unit roster.</p>
<blockquote><p><span style="color: #00ccff;">I definitely think you will see them used effectively, even in high level 1v1 play. Who wouldn&#8217;t want an essentially free scout (only costs energy) to use to gather intel on their opponent? With the potential that you opponent might not kill it immediately, it can provide you with a sustained scouting advantage. Even high level players can get caught up in harassment, or base management and may miss this little guy sneaking into their base.</span></p></blockquote>
<p>The next blue posts were translated by a <a href="http://sclegacy.com/news/23-sc2/564-updates-on-zerg-korean-posts-tutorial-tweets">SC:L</a> staff member, and come from the Korean side of the Battle.net forums:</p>
<blockquote>
<div id="_mcePaste"><span style="color: #00ccff;">When more supply is required, and when I have to quickly build three Supply Depots at the same time, this is usually the method that I use.</span></div>
<div><span style="color: #00ccff;"><br />
</span></div>
<p><span style="color: #00ccff;">1) I select some mining SCVs by drag selection or Ctrl + Left Click. It&#8217;s good to select at least three.</span></p>
<div id="_mcePaste"><span style="color: #00ccff;">2) After pressing &#8216;B&#8217; (building hotkey) then &#8216;S&#8217; (Supply Depot hotkey), while holding Shift, consecutively left click at the locations you want to build at before right clicking a mineral patch.</span></div>
<div id="_mcePaste"><span style="color: #00ccff;">3) Out of the selected SCVs, only three of them go to the selected locations and each build a Supply Depot, and once construction is complete they return to mining minerals.</span><br />
<span style="color: #00ccff;"> </span></p>
</div>
</blockquote>
<p>That&#8217;s how automated things have become in StarCraft 2: building multiple supply depots and sending the workers back to harvest minerals is easily achieved by issuing one concentrated and short batch of commands, eliminating many of the repetitive actions otherwise required in the original game.</p>
<p><img class="alignnone" title="Building the entire Tech Tree via a single queue Achievement? " src="http://sc2blog.com/wp-content/uploads/2009/07/tech_tree/Terran_Tech_Tree.jpg" alt="Building entire Tech Tree via a Single Queue Achievement ? " width="580" height="580" /></p>
<p>Another bit of <a href="http://sclegacy.com/news/23-sc2/572-starcraft-ii-production-news" target="_blank">info from Korea</a> details the unit classification system, which has received a major overhaul in StarCraft 2. The new system is much more streamlined and simple, following clear rules that make hard unit counters very apparent.</p>
<blockquote><p><span style="color: #00ccff;">Light armor, heavy armor, biological, mechanical, giant, psionic, etc. are some attributes that units can have.</span></p>
<p><span style="color: #00ccff;"> For example, the Ultralisk has heavy armor biological giant attributes, whereas the Archon has the psionic attribute. You can probably tell from looking at the Archon, but not all units are divided into [light armor/heavy armor]. Damage calculation is also different from the previous game. Units attacks always do at least 100% of the damage value shown on the screen. And then, depending on the attacks property, additional damage may be dealt when attacking units with specific attributes.</span></p>
<p><span style="color: #00ccff;"> For example the Archons base damage is 25, and deals an additional 10 damage against biological targets. Therefore, Zerg units (which are usually biological) take 35 damage when attacked by Archons. And in the case of the Siege Tank, its Siege Mode deals 60 damage, so it deals 60 damage to all ground units. If the old system of explosive, concussive and small, medium, large was used, then Marines would take reduced damage from a Siege Tank.</span></p></blockquote>
<p>On the topic of friendly damage, <a href="http://www.sc2pod.com/trackers/blue/?id=3448#8566" target="_blank">Zhydaris explains</a> which explosion is ally-friendly and which should be more carefully handled:</p>
<blockquote><p><span style="color: #00ccff;">&#8230; exploding <strong><span class="wikilink">Banelings</span> do not damage allied units</strong>: both your units and those of your allies are not affected at all by the acid explosion. </span></p>
<p><span style="color: #00ccff;"><span style="color: #ff6600;"><strong><br />
</strong></span> </span></p>
<p><span style="color: #00ccff;"> Reaper&#8217;s <strong>explosive charge does actually damage allies</strong>, as well as your own units and buildings, so be careful when playing with those flashing packages. </span></p></blockquote>
<p>The official StarCraft 2 website has been updated with a brand new<a href="http://starcraft2.com/features/story/mothership.xml#top"> 6-page <strong>Mothership</strong> story</a>, including a short, action packed clip of a Mothership-backed Protoss force decimating a Zerg army. The Mothership sports a slightly altered design and a new attack animation.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/01/Mothership.jpg"><img class="size-large wp-image-2942  aligncenter" title="Aint no ship like a Mothership" src="http://www.sc2blog.com/wp-content/uploads/2010/01/Mothership-1024x553.jpg" alt="Ain't no ship like a Mothership" width="605" height="326" /></a></p>
<p>StarCraft 2&#8242;s community team has also revealed a new <a href="http://twitter.com/StarCraft/status/7994884487">doodad screenshot via Twitter</a>. The art is high-detail and worth a closer look &#8211; make sure you click on the image for the full-size screenshot.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/01/SCIIDoodad-StasisTubeDebris.jpg"><img class="aligncenter size-full wp-image-2935" title="StarCraft 2 Doodad - Tude Debris" src="http://www.sc2blog.com/wp-content/uploads/2010/01/SCIIDoodad-StasisTubeDebris.jpg" alt="StarCraft 2 Doodad - Tude Debris" width="543" height="424" /></a></p>
<p>The following <em>concrete and un-speculative</em> bit of info is bound to make quite a few people happy, as it serves as real evidence that StarCraft 2 is indeed being tested live on Battle.net or, at least, that it is about to be in the immediate future. The Blizzard <a href="http://us.blizzard.com/support/index.xml?locale=en_US&amp;gameId=13" target="_blank">official support page</a> now includes lengthy support articles for StarCraft 2!</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2936" title="Starcraft 2 support pages" src="http://www.sc2blog.com/wp-content/uploads/2010/01/starcraft2support.jpg" alt="Starcraft 2 Support Pages" width="595" height="371" /></p>
<p>The guide gets quite specific and even includes a detailed<a href="http://us.blizzard.com/support/article.xml?locale=en_US&amp;articleId=26255&amp;parentCategoryId&amp;pageNumber=1&amp;categoryId=3637"> StarCraft 2 Mac Version Video troubleshooting</a> article!</p>
<p>There&#8217;s also some hype about the the recently announced <a href="http://investor.activision.com/releasedetail.cfm?releaseid=438716" target="_blank">Activision-Blizzard public conference call</a> that will be broadcast on the internet, as it might include a clear plan of action for the upcoming months.</p>
<blockquote><p>Activision Blizzard, Inc. (Nasdaq: ATVI) intends to release its fourth quarter and calendar year 2009 results after the close of the market on Wednesday, February 10, 2010. In conjunction with this release, Activision Blizzard will host a conference call that will be broadcast over the Internet.</p></blockquote>
<blockquote><p>Wednesday, February 10, 2010<br />
1:30 pm Pacific Time (4:30 pm Eastern Time)</p>
<p>To listen to the call, please log onto:</p>
<p>http://investor.activision.com/events.cfm</p></blockquote>
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		<title>Karunology: EMP Vs Protoss Shields; Q&amp;A 52: MapMaker Series</title>
		<link>http://www.sc2blog.com/2009/06/13/karunology-emp-vs-protoss-shields-qa-52-mapmaker-series/</link>
		<comments>http://www.sc2blog.com/2009/06/13/karunology-emp-vs-protoss-shields-qa-52-mapmaker-series/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 17:13:06 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[ScumEdit]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2186</guid>
		<description><![CDATA[After a short hiatus in blue activity, Karune returns in full force to answer questions on the Battle.net forums, providing information on the latest changes to a few high-interest gameplay aspects: the Ghost and its abilities, the new Dark Pylon, and the High Templar&#8216;s new spell. Starting with a long post about EMP and the [...]]]></description>
			<content:encoded><![CDATA[<p>After a short hiatus in blue activity, Karune returns in full force to answer questions on the Battle.net forums, providing information on the latest changes to a few high-interest gameplay aspects: the <strong>Ghost </strong>and its abilities, the new <strong>Dark Pylon</strong>, and the <strong>High Templar</strong>&#8216;s new spell.</p>
<p>Starting with a long post about EMP and the ghost, <a href="http://forums.battle.net/thread.html?topicId=17616155590&amp;amp;sid=3000&amp;amp;pageNo=1" target="_blank">Karune had this to say</a>:</p>
<blockquote><p><span style="color: #00ccff;">Yup, EMP is currently on the Ghost and <strong>does 100 shield damage</strong> to all units and drains all energy in that area of effect. Having a Ghost presence in any TvP match up is crucial, especially if there are casters in the opponent&#8217;s army. In the original StarCraft, the EMP used to kill all shield hit points, but since in StarCraft II the ability has been added to the Ghost, which is more easily attainable unit than in the original StarCraft, we have reduced it&#8217;s potency a bit.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">Plus a one-click ability that reduces an opposing army to half health near instantly isn&#8217;t something that we want to promote.</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2208 aligncenter" title="11 Vessles - harder to get than 11 Ghosts" src="http://www.sc2blog.com/wp-content/uploads/2009/06/sc-11sciencevessels.jpg" alt="11 Vessles - harder to get than 11 Ghosts" width="400" height="300" /></p>
<p>EMP, formerly a Science Vessel ability, has been made weaker due to its higher availability as a Ghost ability. However, at 100 shield damage, it still has the potential to wipe out the shields of entire Protoss armies, as there are few units with more than 100 shield points. Of course, there&#8217;s always the option of bringing multiple ghosts into a battle and making them focus their EMP efforts on one group. Karune does not particularly like this tactic, though:</p>
<blockquote><p><span style="color: #00ccff;">True, though that would be much more costly in terms of minerals/gas as well as time needed to have enough energy for EMPs. Furthermore, it would take slightly more micromanagement as well.</span></p></blockquote>
<p>Convinced?</p>
<p>It will remain to be seen how effective Ghosts are in Terran versus Protoss games and whether or not multiple EMP attacks on single targets will be cost effective. There is no doubt that Terran players will make use of several EMPing ghosts when engaging large packs of heavily shielded units &#8211; like <strong>Carriers </strong>- especially with lockdown no longer being a part of the game, as Karune reconfirmed:</p>
<blockquote><p><span style="color: #00ccff;"><span class="blue">No lockdown in multiplayer. </span></span></p></blockquote>
<p><span class="blue">Another interesting topic raised is the Protoss increased shield regeneration rate, which fits perfectly with the increased pace of the game. Not only do <strong>shields regenerate twice as fast </strong>out of combat, but <strong>Shield Batteries</strong>, reincarnated as the much more useful <strong>Obelisks</strong>, will certainly be more prominent in games now. &#8220;Obelisk&#8221; is the new name for the slightly less new Protoss building &#8211; the <strong>Dark Pylon</strong>, tuned down in power so that it no longer functions as a one stop shop for all Protoss needs.</span></p>
<blockquote><p><span style="color: #00ccff;">The Dark Pylon is now known as the Obelisk &#8211; primarily because it no longer cloaks units and no longer provides pylon power/supply. This change was mostly due to balance, since it is relatively easy to spam Dark Pylons everywhere and instantly have a Psi Storm recharge point to decimate incoming forces.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">The Obelisk is the new name for the Dark Pylon, and the Dark Shrine is the new name for the Dark Obelisk. The Obelisk still has the <span class="wikilink">probe</span> buff, but now also acts as a <span class="wikilink">shield</span> generator, and still has <span class="wikilink">Argus link</span> to transfer energy as well. The <span class="wikilink">cloak</span> ability has been removed from the Obelisk. The Dark Shrine remains the same in function, allowing the production of Dark Templars.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">When put in a difficult situation, retreating with Protoss is a strategy that often times has to be used to recharge shields and regroup after attacks. Preserving Protoss units is particularly important because they are generally more expensive than the other races, have more hit points, and have that increased shield regeneration to help them fight another day.</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2201 aligncenter" title="Obelisk?" src="http://www.sc2blog.com/wp-content/uploads/2009/06/obelisk.jpg" alt="Obelisk?" width="219" height="218" /></p>
<p><span class="blue">Obelisks will undoubtedly be more abundant than Shield Batteries in StarCraft 2, as they provide both shield and energy points along with the Protoss&#8217; economy buff. Even though Obelisks do not count as proper Pylons anymore and cannot serve as Proxy Pylons, used to deploy troops from Warpgates or Phase Prisms in remote locations, they are still likely to see off-base use.<br />
</span></p>
<p>Karune was kind enough to assuage the fears of Protoss players, now dreading the Terran Infantry more than ever:</p>
<blockquote><p><span class="blue"><span style="color: #00ccff;">The Colossus would be the unit you are looking for. One Colossi will be able to kill a group of Marines (before shield upgrade) with one sweep of its lasers. Multiple Colossi, with upgraded laser range, will surely mess up the day of any Terran player who does mass infantry.</span></span><br />
<strong></strong><br />
<span style="color: #00ccff;">If Protoss players do tech towards the Colossus, they will also have access to observers very early, giving them early warning to when the Ghost is in play and where it may be shooting its EMP from. </span></p></blockquote>
<p><span style="color: #00ccff;"><img class="aligncenter size-full wp-image-2197" title="Colossus wiping out Terran Marines with a single pass of his beam" src="http://www.sc2blog.com/wp-content/uploads/2009/06/colossus-wipe.jpg" alt="Colossus wiping out Terran Marines with a single pass of his beam" width="602" height="538" /><br />
</span></p>
<p>Moving on, some more news about everyone&#8217;s favorite lightning-powered caster, the High Templar:</p>
<blockquote><p><span style="color: #00ccff;">Time Bomb is now known as the Temporal Rift and is cast by the High Templar. </span><br />
<strong></strong><br />
<span style="color: #00ccff;">Plasma Surge is no longer in the multiplayer version of the game, but will still be in the editor. </span></p></blockquote>
<p><img class="aligncenter size-full wp-image-2200" title="I am protected." src="http://www.sc2blog.com/wp-content/uploads/2009/06/time-bomb.jpg" alt="I am protected." width="601" height="467" /></p>
<p>Time Bomb, previously a <strong>Mothership </strong>ability &#8211; demonstrated way back in the original StarCraft 2 introduction video, is gone from the game, replaced with the more mundane &#8220;Temporal Rift&#8221;. <a href="http://forums.battle.net/thread.html?topicId=17730083840&amp;postId=177283389279#177283389279" target="_blank">What does it do, Cydra</a>?</p>
<blockquote><p><span style="color: #00ccff;">Temporal Rift creates a distortion field at the target location. Ground units caught inside of this field have their movement speed, attack speed, and ability cast times slowed by half. And it lasts 30 seconds.</span></p></blockquote>
<p>No longer will missiles slow to a crawl when meeting the huge time distortion field created by the dreaded Mothership. Instead, the High Templar has been granted a <strong>glorified, area of effect, slow spell</strong>. Coupled with Psi Storm, this ability can be devastating to the affected troops which will have a hard time moving away from underneath the surging lightning bolts or the Colossus&#8217; earth-scorching beam.</p>
<p style="text-align: center;">***</p>
<p>Today, Blizzard has also released the <a href="http://forums.battle.net/thread.html?topicId=17779588788&amp;postId=177777992218">52nd installment of the Q&amp;A series</a>. This batch belongs to the Map Maker series and spans 8 map creation and custom script programming related questions.</p>
<blockquote><p><strong>1. Does it still use the JASS language, or perhaps an upgraded version of JASS?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.</span><br />
<strong></strong><br />
<strong>2. Is the language event-driven or object-oriented?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.</span></p></blockquote>
<p>Blizzard has finally named the puppy publically: the <span style="color: #ff6600;"><strong>Galaxy </strong></span>scripting language. A fitting name for a tool so often described as able to alter any property and behavior in the StarCraft 2 Universe.</p>
<blockquote><p><strong>3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won&#8217;t be a user-friendly process.</span></p></blockquote>
<p>StarCraft 2 is unlikely to gather a massive <a href="http://wowui.incgamers.com/">UI modding community</a> like WoW has, but since the possibility of UI modding exists, we will , no doubt, see detailed manuals pop-up after a few brave and clever souls document the process.</p>
<blockquote><p><strong>4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?</strong></p>
<p><strong></strong><br />
<span style="color: #00ccff;">I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.</span><br />
<strong></strong><br />
<strong>5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.</span><br />
<strong></strong><br />
<strong>6. How does &#8220;Hero&#8221; support differ from the Warcraft III Editor? Or is it practically identical?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.</span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/06/dota_allstars.jpg"><img class="size-full wp-image-2206 aligncenter" title="Dota Allstars Background" src="http://www.sc2blog.com/wp-content/uploads/2009/06/dota_allstars.jpg" alt="Dota Allstars Background" width="500" height="374" /></a></p>
<p>The inevitability, and Blizzard&#8217;s own encouragement, of a StarCraft 2 DoTA mod is clear to anyone following the trail of Q&amp;As since the announcement of Scumedit. DoTA has become an important and integral part of the professional (and mainstream) WarCraft 3 scene, and the creation of a similar mod will definitely contribute a lot to the StarCraft 2 gaming community.</p>
<blockquote><p><strong>7. Will there be a public API for the programming language?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.</span><br />
<strong></strong><br />
<strong>8. Will there be improvements on the &#8220;Garbage Collector&#8221; for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.</span></p></blockquote>
<p>Everything about <em>Scumedit </em>and <em>Galaxy </em>is bigger, better and more robust; it is the eventuality of 10 years of modding and map creation coupled with Blizzard&#8217;s own ideas for improving these aspects of StarCraft. It will be interesting to see just how far modders take this new tool and whether or not they are able to one-up the legendary DoTA.
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		<title>Karunology: Battle Report 2 Clarifications and MULE Origins</title>
		<link>http://www.sc2blog.com/2009/04/28/karunology-battle-report-2-clarifications-and-mule-origins/</link>
		<comments>http://www.sc2blog.com/2009/04/28/karunology-battle-report-2-clarifications-and-mule-origins/#comments</comments>
		<pubDate>Tue, 28 Apr 2009 10:44:25 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1919</guid>
		<description><![CDATA[The official Battle.net forums were flooded with many questions after the latest Battle Report, which constituted the first showcasing of StarCraft 2 in four months. Karune and the blues did their best to answer some important ones, which we have collected in this post. First up, Cavez on the new Hydralisk melee attack: It does [...]]]></description>
			<content:encoded><![CDATA[<p>The official Battle.net forums were flooded with many questions after the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/" target="_blank">latest Battle Report</a>, which constituted the first showcasing of StarCraft 2 <a href="http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/" target="_blank">in four months</a>. Karune and the blues did their best to answer some important ones, which we have collected in this post.</p>
<p>First up, Cavez on the new<strong> <a href="http://www.youtube.com/watch?v=TtO5WSoLD6M&amp;eurl=http%3A%2F%2Fwww.sc2blog.com%2F&amp;feature=player_embedded" target="_blank">Hydralisk melee attack</a></strong>:</p>
<blockquote><p><span style="color: #00ccff;"><strong>It does not change the damage at all</strong>. It has the same attack rate and does exactly the same damage as the regular hydralisk attack. It is just visual.</span></p></blockquote>
<p>Seeing how some of StarCraft&#8217;s units already had a different attack depending on whether the target was on the ground or in the air, it&#8217;s not so much of a stretch to have units change their attack when approaching close-combat range. It will be interesting to see if this evolves into a different attack, stat wise &#8211; just like the difference between StarCraft 1&#8242;s <strong><a href="http://classic.battle.net/scc/terran/ugl.shtml" target="_blank">Goliath</a> </strong>ground and air attacks, and similar to the highly developed mechanism found in the Dawn of War RTS games.</p>
<p>For example, the <a href="http://en.wikipedia.org/wiki/Vehicles_of_the_Space_Marines_(Warhammer_40,000)#Dreadnought" target="_blank">Space Marine Dreadnought</a> can use its flamers or long range assault cannons from a distance &#8211; but when it gets close enough, it starts grabbing enemy infantry units, crushing them in its giant, mechanical hands &#8211; dealing significantly more damage, and often killing them in one strike.</p>
<p style="text-align: center;"><img class="size-full wp-image-1927 aligncenter" title="Dreadnaught crushing Banshees in its huge, mechanical hands" src="http://www.sc2blog.com/wp-content/uploads/2009/04/dreadnaught.jpg" alt="Dreadnaught crushing Banshees in its huge, mechanical hands" width="573" height="304" /></p>
<p>Next up, a bunch of<strong> Planetary Fortress </strong>goodness from Karune. When asked about its usefulness compared to the <strong>Orbital Command</strong>, he replied:</p>
<blockquote><p><span style="color: #00ccff;">Currently in testing, the PF (Planetary Fortress) is already quite beefy &#8211; It&#8217;s ground attack has been <strong>buffed to 40 damage and has a 6 range.</strong> When upgrading to a PF, your <span class="wikilink">command center</span> also gets <strong>+2 <span class="wikilink">building armor</span></strong>, making this building a very formidable obstacle, especially with 20 SCVs repairing at the same time. There have been many games I&#8217;ve seen the PF hold off raiding forces and sometimes even attacking forces by itself and SCVs. While I wouldn&#8217;t think it&#8217;d be wise to convert your first Command Center to a PF, <strong>converting strategic expansions could be helpful, such as those at high yields or may be farther away from the rest of your bases.</strong></span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><strong><span style="color: #000000;">n</span><br />
</strong></span></p>
<p><span style="color: #00ccff;">On a side note cause I&#8217;m sure somebody is wondering this as well &#8211; the PF upgrade costs 150 minerals and 150 gas whereas the Orbital Command upgrade costs just 150 minerals. The PF prerequisite building is the <span class="wikilink">Engineering Bay</span> and the Orbital Command prerequisite building is the <span class="wikilink">Barracks</span>.</span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><span style="color: #000000;">n</span><br />
</span></p>
<p><span style="color: #00ccff;">The PF does splash damage as well.</span></p></blockquote>
<p>The Planetary Fortress is a real beast. The Terran Command Center is one of the toughest buildings in the game as is, and transforming it into a <strong>splash-damage dealing, heavily armored fortress, which can be fixed by plenty of SCVs </strong>at the same time (due to its girth) will make Terran Expansions hard to take down without dedicated effort. It&#8217;s so powerful, in fact, that some use it for offensive purposes:</p>
<blockquote><p><span style="color: #00ccff;">Yup, they make for some pretty humorous games, though keep in mind each one of these are a 550 minerals and 150 gas investment. It takes quite a bit of time to build + upgrade, but if you could pull it off early game (assuming your opponent does not scout) it will surely keep them bottled up until tier 2 or 3 where more mobility comes online. To mount an attack on a Planetary Fortress takes quite a good number of units. Usually it would be better to bypass it if you can.</span></p>
<p><span style="color: #00ccff;">This is of course more of a gimmick than a strategy that will have high success repetitively <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p></blockquote>
<h6><em>Boxer, take notice.</em></h6>
<p style="text-align: center;"><span style="color: #00ccff;"><img class="size-full wp-image-1926 aligncenter" title="Planetary Fortress. Don't mess with it." src="http://www.sc2blog.com/wp-content/uploads/2009/04/planetary-fortress2.jpg" alt="Planetary Fortress. Don't mess with it." width="551" height="376" /><br />
</span></p>
<p>Cydra has also confirmed that a Command Center with upgrades can not<strong> be salvaged </strong>- which effectively commits the player to the cost and permanent location of the upgraded Command Center.</p>
<blockquote><p><span style="color: #00ccff;">Once you upgrade your Command Center to Orbital Command or Planetary Fortress, you can&#8217;t undo the upgrades. And you can&#8217;t salvage them.</span></p></blockquote>
<p>This brings the list of limitations to:</p>
<ul>
<li>Can&#8217;t be lifted.</li>
<li>Can’t be upgraded to a different setup or downgraded back to a Command Center (for lift-off purposes).</li>
<li>Can&#8217;t be Salvaged.</li>
</ul>
<p>Cydra mentions the first known <strong>nerf</strong> to the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">Orbital Command</a>&#8216;s <strong>MULEs</strong>, which previously possessed the same attack as SCVs and had no line of sight calldown limitations.</p>
<blockquote><p><span style="color: #00ccff;">True, as long as you have <strong>line of sight on the spot,</strong> you can drop MULE. On the enemy&#8217;s Siege Tanks, on a ramp, etc. <strong>However MULE can&#8217;t attack or repair.</strong></span></p></blockquote>
<p>It&#8217;s worth noting that the Orbital Command&#8217;s calldown subject has changed from being an ordinary mule <a href="http://forums.battle.net/thread.html?topicId=16473972295">to being a MULE</a>. The all uppercase MULE is an acronym, perhaps a reference to Lockheed Martin&#8217;s  <a href="http://en.wikipedia.org/wiki/Multifunctional_Utility/Logistics_and_Equipment"><strong>Multifunction Utility/Logistics and Equipment</strong></a> (MULE) vehicle, but it&#8217;s just as likely to be Blizzard&#8217;s small tribute to the <a href="http://en.wikipedia.org/wiki/M.U.L.E.">legendary M.U.L.E</a> multiplayer video game of 1983.</p>
<blockquote><p>Central to the game is the acquisition and use of &#8220;M.U.L.E.&#8221;s (<strong>Multiple Use Labor Element</strong>) to develop and harvest resources from the player&#8217;s real estate. Depending on how it is outfitted, a M.U.L.E. can be configured to <strong>harvest Energy, Food, Smithore</strong> (from which M.U.L.E.s are constructed), and <strong>Crystite</strong> (a valuable mineral available only at the &#8220;Tournament&#8221; level).</p></blockquote>
<p>Karune has clarified that the Baneling&#8217;s method of transportation  in the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/">recent Battle Report</a> &#8211; walking &#8211; is there to help differentiate it from upgraded Banelings, which roll instead.</p>
<blockquote><p><span style="color: #00ccff;">Yes. In the current build, Banelings are no longer roll but once they get the movement speed upgrade, they have the rolling animation.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-1935" title="Walking Banelings" src="http://www.sc2blog.com/wp-content/uploads/2009/04/walking-banelings.jpg" alt="Walking Banelings" width="324" height="241" /></p>
<p>Lastly, Cydra reconfirms some previously-revealed information regarding the <strong>Nighthawk </strong>and the <strong>Xel&#8217;Naga Watch Tower</strong>, while adding tidbits clarifying its behavior around <strong>Infested Marines</strong> and the Nighthawk&#8217;s deployables:</p>
<blockquote><p><span style="color: #00ccff;">Nighthawk has the detecting ability.</span></p>
<p><span style="color: #00ccff;">Xel&#8217;Naga Watch Tower only can be activated by the ground units.<br />
Infested Marine can activate the Xel&#8217;Naga Watch Tower but Auto-Turret can&#8217;t.</span></p></blockquote>
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		<title>No Beta in April; Hunter-Seeker Missile, Terran Terra-Tron</title>
		<link>http://www.sc2blog.com/2009/04/05/no-beta-in-april-hunter-seeker-missile-terran-terra-tron/</link>
		<comments>http://www.sc2blog.com/2009/04/05/no-beta-in-april-hunter-seeker-missile-terran-terra-tron/#comments</comments>
		<pubDate>Sun, 05 Apr 2009 22:03:10 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[BlizzCast]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1716</guid>
		<description><![CDATA[Another April Fools&#8217; has gone by in wait for StarCraft 2. As expected, the fan sites&#8217; beta tease was indeed bogus, and it appears that, in accordance with our analysis of the game&#8217;s state, the beta will not be released any time soon. In the latest BlizzCast, Dustin Browder, lead game designer, gives the word: [...]]]></description>
			<content:encoded><![CDATA[<p>Another April Fools&#8217; has gone by in wait for StarCraft 2. As expected, the <a href="http://www.sc2blog.com/2009/03/30/starcraft-2-beta-will-not-be-announced-in-2-days/" mce_href="http://www.sc2blog.com/2009/03/30/starcraft-2-beta-will-not-be-announced-in-2-days/" target="_blank">fan sites&#8217; beta tease</a> was indeed bogus, and it appears that, in accordance with <a href="http://www.sc2blog.com/2009/03/21/q-beta-opt-in-availible/" mce_href="http://www.sc2blog.com/2009/03/21/q-beta-opt-in-availible/" target="_blank">our analysis of the game&#8217;s state</a>, the beta will not be released any time soon. In the <a href="http://eu.blizzard.com/blizzcast/archive/episode8.xml" mce_href="http://eu.blizzard.com/blizzcast/archive/episode8.xml" target="_blank">latest BlizzCast</a>, Dustin Browder, lead game designer, gives the word:</p>
<blockquote><p>&#8230; <span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">A lot of the stuff people are seeing in-game right now, I know we’re showing a lot of material, I know people are looking at it saying, “If this looks really good, it must be close to final.” That’s certainly not how the art team feels about it right and they’ve been going over it and hitting individual units as we go forward, individual races, and <b>the Zerg in terms of their buildings and even their units are still the furthest behind</b> in that respect. <b><span style="color: rgb(255, 102, 0);" mce_style="color: #ff6600;">There is still a lot more work</span> to go into the Zerg</b> , for instance the hatchery, the lair, the hive are all going to go under massive revisions here in the next couple of weeks as we really punch up the art to really represent these iconic, critical, central buildings to a Zerg base.&nbsp; So there is still a lot of work to go into it</span> &#8230;</p>
</blockquote>
<p>It&#8217;s going to be a while before StarCraft 2 is widely available, unfortunately.</p>
<p>Something good did happen this April 1st, though. The <b><a href="http://www.starcraft2.com/features/terran/terratron.xml" mce_href="http://www.starcraft2.com/features/terran/terratron.xml" target="_blank">Terran Terra-Tron</a></b>!</p>
<p><img class="aligncenter size-full wp-image-1721" title="TerranTerraTron" src="http://www.sc2blog.com/wp-content/uploads/2009/04/terratron.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/04/terratron.jpg" alt="TerranTerraTron" height="305" width="599"></p>
<blockquote><p>To create a truly comprehensive defense for high-priority, mineral-rich regions such as the volcanic uplands of Redstone, the terrans needed to devise an entirely new concept in battlefield strategy. Terran military engineers, led by Goraion Systems&#8217; head of development Dr. Ron Volt, have been working day and night to design a new kind of base for the terran armies: the titanic Terra-tron.</p>
</blockquote>
<p>The Terra-Tron, Blizzard&#8217;s April Fools&#8217; unit for this year, is a true marvel. Composed out of the entire base, it&#8217;s equipped with enough armor and fire power to take down whole armies. While we won&#8217;t be seeing it in the normal version of the single- or multi-player game, Karune does confirm that just like <a href="http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/" mce_href="http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/" target="_blank">last year&#8217;s April Fools&#8217; unit</a>, the <b>Tron will make an appearance in the map editor</b>. Make sure to watch the videos of it <a href="http://starcraft2.com/movies/terran/TerraTronTransform_XVID_ESRB_F.avi-downloader.exe" mce_href="http://starcraft2.com/movies/terran/TerraTronTransform_XVID_ESRB_F.avi-downloader.exe" target="_blank">transforming</a> and <a href="http://starcraft2.com/movies/terran/TerraTronCityAttackLarge_XVID_ESRB_F.avi-downloader.exe" mce_href="http://starcraft2.com/movies/terran/TerraTronCityAttackLarge_XVID_ESRB_F.avi-downloader.exe" target="_blank">terrorizing</a> the city.</p>
<p>Another StarCraft 2 related answer from the last BlizzCast deals with the game&#8217;s new air model. Here&#8217;s a summary of&nbsp; Dustin&#8217;s comments:</p>
<ul>
<li>Zerg Mutalisks are still used for fast raiding operations</li>
<li>In large groups, they are also useful for late-game direct assaults</li>
<li>The Terran Banshees can power right through base defenses with their powerful anti-ground attack</li>
<li>The Protoss Void Ray is similarly threatening</li>
<li>Protoss Carriers have a much longer range than in StarCraft 1</li>
<li>Dedicated anti air units, like the Zerg Corruptor and Protoss Phoenix, serve an important role to counter the aforementioned threats</li>
</ul>
<p style="text-align: center;" mce_style="text-align: center;"><img class="aligncenter size-full wp-image-1734" title="Corruptors" src="http://www.sc2blog.com/wp-content/uploads/2009/04/corruptor-s.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/04/corruptor-s.jpg" alt="Corruptors" height="297" width="601"></p>
<p>Moving on, a new Terran <b>Nighthawk </b>ability <a href="http://forums.battle.net/thread.html?topicId=16137704222" mce_href="http://forums.battle.net/thread.html?topicId=16137704222" target="_blank">has been revealed</a>, along with some more news about the unit&#8217;s other ability. Here&#8217;s what we know about the <b>Hunter-Seeker Missile</b>:</p>
<ul>
<li>Costs 75 energy, has no cooldown</li>
<li>Slowly moves towards a unit and detonates on impact, dealing 150 AoE damage</li>
<li>Meant to deal with slow units, such as spell casters or stationary ones</li>
<li>Requires the <b>Fusion Core</b> (prereq building for Battlecrusiers) to be researched</li>
<li>Runs out of fuel and harmlessly falls to the ground after 15 seconds</li>
</ul>
<p>On paper, this cooldown-less ability sounds extremely powerful. With an energy upgrade, the Nighthawk can release three Hunter-Seekers one after the other, devastating entire Tier-1 armies or taking out key units from mixed armies. All this assuming, of course, that the enemy doesn&#8217;t immediately retreat his targeted unit to safety. It&#8217;s likely that the targeted unit will be marked so that it can be moved out of harm&#8217;s way by the player, though this hasn&#8217;t been confirmed.</p>
<p><img class="aligncenter size-full wp-image-1729" title="Nighthawks" src="http://www.sc2blog.com/wp-content/uploads/2009/04/nighthawks2.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/04/nighthawks2.jpg" alt="Nighthawks" height="147" width="601"></p>
<p>This ability overlaps somewhat with the <b>Ghost&#8217;s Psi Round</b>, another ability geared towards caster-hunting. It&#8217;s also interesting to note that all of the Nighthawk&#8217;s abilities have returned to being energy-dependent, with <b>Auto-Turret</b> only costing 50 minerals.</p>
<p>Finally, Karune answers a question about rallying troops into transports. Taking automation a step further, Karune confirms that units can be rallied directly into transports &#8211; a mechanism which will see plenty of use in the hands of a infantry drop-happy Terran. <a href="http://forums.battle.net/thread.html?topicId=16101690946&amp;postId=161356124024#161356124024" mce_href="http://forums.battle.net/thread.html?topicId=16101690946&amp;postId=161356124024#161356124024" target="_blank">Karune also answers</a> another question about what happens when an ally drops from the game:</p>
<blockquote><p><span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">1) Yup, you will be able to &#8211; and you can also rally straight into <span class="wikilink">transport</span> units like <span class="wikilink">dropships</span> as well.<br />
2) Yes- though currently all the resources your ally makes after he leaves will go directly into your pool of resources. This is by no means final or balanced yet- there will be changes still.</span></p>
</blockquote>
<p>With MBS and Dropship rally, a deadly infantry drop takes just a few clicks to prepare.</p>
<p style="text-align: center;" mce_style="text-align: center;"><img class="size-full wp-image-1727 aligncenter" title="Medivac Dropship" src="http://www.sc2blog.com/wp-content/uploads/2009/04/dropship.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/04/dropship.jpg" alt="Medivac Dropship" height="292" width="427"></p>
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		<title>Build Updates: Invisible Protoss Bases, Channeling Anti-Grav</title>
		<link>http://www.sc2blog.com/2009/03/05/build-updates-invisible-protoss-bases-channeling-anti-grav/</link>
		<comments>http://www.sc2blog.com/2009/03/05/build-updates-invisible-protoss-bases-channeling-anti-grav/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 13:45:08 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1602</guid>
		<description><![CDATA[Karune and Cydra, Blizzard&#8217;s RTS community managers, have been quite active on the official battle.net forums, answering various StarCraft 2 related questions and revealing a lot of new information relevant to gameplay. However, it&#8217;s Dustin &#8220;Cavez&#8221; Browder, Blizzard&#8217;s lead game designer, who provides the skinny on the current status of the Protoss Mothership. Mothership moves [...]]]></description>
			<content:encoded><![CDATA[<p>Karune and Cydra, Blizzard&#8217;s RTS community managers, have been quite active on the <a href="http://forums.battle.net/board.html?forumId=12009&amp;sid=3000">official battle.net forums</a>, answering various StarCraft 2 related questions and revealing a lot of new information relevant to gameplay. However, it&#8217;s Dustin &#8220;Cavez&#8221; Browder, Blizzard&#8217;s lead game designer, who <a href="http://forums.battle.net/thread.html?topicId=15443285044&amp;postId=154419754718&amp;sid=3000#4" target="_blank">provides the skinny</a> on the current status of the Protoss Mothership.</p>
<blockquote><p><span style="color: #00ccff;"><span class="blue">Mothership moves slowly, can teleport to any Protoss building, can do huge damage to a single target with Vortex and cloaks everything nearby on the ground (including buildings). <strong>Mothership is build-limit-one.</strong></span></span></p></blockquote>
<p><span class="blue">The Mothership now has the role that once belonged to the Zerg Queen &#8211; that of the ultimate base defender. Being able to instantly teleport to any Protoss building, it can be anywhere it&#8217;s needed without delay, making immediate use of its abilities. Cloaking everything around it, including buildings, makes for an amazing defensive benefit &#8211; providing the Protoss player can negate enemy detection &#8211; and grants extra time for other defenders to arrive at the scene or for <strong>Phase Cannons</strong> to do some damage. <a href="http://forums.battle.net/thread.html?topicId=15443187369&amp;postId=154418199019#154418199019" target="_blank">If that&#8217;s not enough</a>, the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/" target="_blank">newly introduced Dark Pylon</a> can enhance the Mothership even further:</span></p>
<blockquote><p><span style="color: #00ccff;">You can cloak your Mothership with your Dark Pylon&#8217;s <span class="wikilink">Null Shield</span>.<br />
In this case, the enemy can&#8217;t see anything in your base without a Detecting unit.</span></p></blockquote>
<p>Since Dark Pylons are going to become quite ubiquitous in all Protoss bases (assuming they make it to the final game), this will provide total protection from detector-less attacks on Protoss expansions and Dark proxy Pylons.</p>
<p style="text-align: center;"><img class="size-full wp-image-1608 aligncenter" title="Dark Pylon" src="http://www.sc2blog.com/wp-content/uploads/2009/03/dark-pylon2.jpg" alt="Dark Pylon" width="234" height="245" /></p>
<p>The Mothership hasn&#8217;t lost too much of its offensive capacity, though. It can utilize the <strong>Vortex </strong>ability, which has been transformed from the uber-powered kill-everything AoE ability into a more direct offensive spell, not unlike the Terran <strong>Battlecruiser&#8217;s Yamato Cannon</strong>. It also possesses quite a lot of hit points and shields &#8211; perfect for advancing into defended enemy territory while safeguarding the rest of the Protoss army under its veil of cloak.</p>
<p>Next, we learn that <strong>Phoenixes</strong>, who <a href="http://www.sc2blog.com/2008/10/17/blizzcon-2008-changes-to-starcraft-2/">recently gained the <strong>Anti-Grav</strong> ability</a>, can no longer attack while using it &#8211; making Anti-Grav a channeled ability. Here&#8217;s the <a href="http://forums.battle.net/thread.html?topicId=15443418169&amp;postId=154418198375#154418198375" target="_blank">word from Karune</a>:</p>
<blockquote><p><span style="color: #00ccff;">The <span class="wikilink">Phoenix</span> in the latest build uses energy (4 per second) when casting <span class="wikilink">anti-gravity</span>, thus the same Phoenix is not able to attack the target it is lifting with anti-gravity.</span></p></blockquote>
<p>Since a large group of Phoenixes were probably able to nullify entire ground armies in combat by destroying them as they helplessly hovered in mid-air, the developers decided to tone this ability down somewhat. Protoss players will now need double the amount of Phoenixes to achieve the same devastating goal &#8211; or just use them to temporarily remove key units from the battle.</p>
<p style="text-align: center;"><img class="size-full wp-image-1610 aligncenter" title="Phoenixes" src="http://www.sc2blog.com/wp-content/uploads/2009/03/phoenixes.jpg" alt="Phoenixes" width="450" height="253" /></p>
<p>Next, <a href="http://forums.battle.net/thread.html?topicId=15443288251&amp;postId=154418199329#154418199329" target="_blank">a few updates</a> regarding the <strong>Nydus Worm</strong>, which has <a href="http://www.sc2blog.com/2008/12/25/q-new-screenshots/" target="_blank">recently lost its unique status</a> as the Zerg&#8217;s sole transport. Cydra has made a few posts on the subject, contributing some new data about this unit/building combo. Here&#8217;s what we know about it:</p>
<ul>
<li>A Lair is required to build the prerequisite building, the <strong>Nydus Network</strong>, which costs 150 Minerals and 200 Vespene Gas.</li>
<li>From the Network, multiple Nydus Worms can be summoned to any place on creep.</li>
<li>Summoning does not require the presence or an Overseer anymore.</li>
<li>Each Worm costs 100 minerals and takes 10 seconds to be built, during which it is vulnerable to enemy attack.</li>
<li>The &#8220;tunnels&#8221; created are permanent and interconnected &#8211; units can enter and exit from any Nydus Worm or Network.</li>
<li>Units emerge one at a time and at the same order they entered the network in.</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-1609 aligncenter" title="Nydus Network" src="http://www.sc2blog.com/wp-content/uploads/2009/03/nydus-network.jpg" alt="Nydus Network" width="352" height="182" /></p>
<p>The major change to the Worms is the fact that<strong> they now require resources to be built</strong>. Previously, Nydus Worms were summoned by Overseers, a process which only required energy. While 100 Minerals is not a high price to pay for such a powerful ability, it imposes a cap on something which would otherwise be too easy to abuse. The Overseer&#8217;s predecessor, the Overlord, will still be required in many cases thanks to his<strong> Generate Creep</strong> ability &#8211; laying the necessary foundation for the Worm. Of course, now that <a href="http://www.sc2blog.com/2008/12/25/q-new-screenshots/" target="_blank">Overlords are transporters</a> themselves, this step might not be necessary for some Zerg invasions.</p>
<p class="MsoNormal" style="margin-bottom: 12pt;">With Blizzard just recently announcing <a href="http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/" target="_blank">significant macro adjustments</a> for all three races and completely changing Zerg transportation and the Mothership&#8217;s role as per recent comments, it&#8217;s obvious that <a href="http://multiplayerblog.mtv.com/2009/03/04/starcraft-2-out-in-june-according-to-gamestop/#more-20831">Gamestop&#8217;s release date</a> might be<span class="apple-style-span"><em> just a bit</em></span> off.</p>
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		<title>Karunology and New Fansite Kit Screenshots</title>
		<link>http://www.sc2blog.com/2009/01/29/karunology-and-new-fansite-kit-screenshots/</link>
		<comments>http://www.sc2blog.com/2009/01/29/karunology-and-new-fansite-kit-screenshots/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 00:28:40 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1395</guid>
		<description><![CDATA[Blizzard has released eight new screenshots through an updated StarCraft 2 Fansite Kit, all featuring battles from the single player campaign. Accompanying these pictures are some tidbits of information from Karune, Blizzard&#8217;s RTS community manager. * Click for big A Terran base is attacked by a medium-size Zerg force. The base isn&#8217;t heavily defended &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard has released eight new screenshots through an updated StarCraft 2 <a href="http://starcraft2.com/downloads.xml#fansitekit%20" mce_href="http://starcraft2.com/downloads.xml#fansitekit " target="_blank">Fansite Kit</a>, all featuring battles from the single player campaign. Accompanying these pictures are some tidbits of information from Karune, Blizzard&#8217;s RTS community manager.</p>
<p style="text-align: center;" mce_style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot12-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot12-2.jpg"><img class="aligncenter size-full wp-image-1404" title="Crispy Zerglings" src="http://www.sc2blog.com/wp-content/uploads/2009/01/12.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/12.jpg" alt="Crispy Zerglings" height="244" width="600"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot12-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot12-2.jpg" target="_blank">Click for big</a></p>
<p>A Terran base is attacked by a medium-size Zerg force. The base isn&#8217;t heavily defended &#8211; but it&#8217;s enough that a few <b>Hellion </b>shots land well and scorch a fair share of Zerglings for the Zerg attack to fail.</p>
<p>Speaking of scorched units, <a href="http://forums.battle.net/thread.html?topicId=14697630778&amp;postId=146959488299#146959488299" mce_href="http://forums.battle.net/thread.html?topicId=14697630778&amp;postId=146959488299#146959488299" target="_blank">Karune has mentioned</a> that many of the new art updates to the game involve animations, particularly the death sequences we had <a href="http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/" mce_href="http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/" target="_blank">recently discussed</a>.</p>
<blockquote><p><span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">Many of the newest art updates have actually been made in the animations, weapon particles, and in special effects, which are much harder to show in screenshots. For instance, <span class="wikilink">Hellions</span><span class="wikilink">Marines</span> to a crisp when they are destroyed by the flames. <span class="wikilink">Dark Templars</span> also end up eviscerating <span class="wikilink">Marauders</span> in a ruthless fashion. In our next batch we&#8217;ll see if we can emphasize on some of these new additions made.</span></p>
</blockquote>
<p style="text-align: center;" mce_style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot10-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot10-2.jpg"><img class="aligncenter size-full wp-image-1406" title="Projectile vomiting" src="http://www.sc2blog.com/wp-content/uploads/2009/01/10.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/10.jpg" alt="Projectile vomiting" height="392" width="513"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot10-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot10-2.jpg" target="_blank">Click for big</a></p>
<p style="text-align: left;" mce_style="text-align: left;">This screenshot is another one in the &#8220;base comes under attack by endless Zerg forces&#8221; series, which has become a favorite for Blizzard recently. In this shot, we can see the new and improved <b>Roach</b> attack &#8211; an Acid Spit &#8211; thicker and more menacing than before. As well, the Creep seems to be colored differently than before, having a more greish hue. This is likely a result of either the single player setting, where this shot is taking place, or <b>perhaps </b>a change meant to implement <b>different Creep for different team colors</b>.</p>
<p style="text-align: center;" mce_style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot09-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot09-2.jpg"><img class="aligncenter size-full wp-image-1407" title="Protoss air attack" src="http://www.sc2blog.com/wp-content/uploads/2009/01/9.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/9.jpg" alt="Protoss air attack" height="395" width="601"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot09-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot09-2.jpg" target="_blank">Click for big</a></p>
<p style="text-align: left;" mce_style="text-align: left;">The Protoss attempt an attack on a Terran base, defended both by <b>Missile Turrets</b> and a few <b>Vikings</b>. Failure is imminent, and we get to see the hurt being put on the remaining units along with a Phoenix returning its pilot&#8217;s soul to the Khala<span style="color: rgb(136, 136, 136);" mce_style="color: #888888;">. Unfortunately for the Terrans, the Protoss have also beamed down a ground attack force, and it seems that their economy is about to enter a depression.<br />
</span></p>
<p style="text-align: left;" mce_style="text-align: left;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot08-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot08-2.jpg"><img class="aligncenter size-full wp-image-1409" title="Enemy at the gates" src="http://www.sc2blog.com/wp-content/uploads/2009/01/8.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/8.jpg" alt="Enemy at the gates" height="215" width="599"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot08-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot08-2.jpg" target="_blank">Click for big</a></p>
<p style="text-align: left;" mce_style="text-align: left;">Another Terran base is being swarmed from all directions in this shot. Will the Zerg ever run out of units to throw at their enemies? Hopefully not.</p>
<p style="text-align: left;" mce_style="text-align: left;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot05-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot05-2.jpg"><img class="aligncenter size-full wp-image-1411" title="Fighting in the fields" src="http://www.sc2blog.com/wp-content/uploads/2009/01/5.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/5.jpg" alt="Fighting in the fields" height="340" width="600"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot05-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot05-2.jpg" target="_blank">Click for big</a></p>
<p style="text-align: left;" mce_style="text-align: left;">In this shot, Protoss and Zerg forces are fighting over what looks like a Terran settlement &#8211; implying that we will see those in the single player campaign. The Colossus&#8217; weapon, seen here in all its might, has received a buff to its effectiveness. Here&#8217;s what <a href="http://forums.battle.net/thread.html?topicId=14697550437&amp;postId=146959488209#146959488209" mce_href="http://forums.battle.net/thread.html?topicId=14697550437&amp;postId=146959488209#146959488209" target="_blank">Karune had to say</a>:</p>
<blockquote>
<p style="text-align: left;" mce_style="text-align: left;"><span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">The <span class="wikilink">Colossus</span> in the latest round of balance has had it&#8217;s damage increased, with its attack speed decreased a bit, giving it some more burst. With a couple of these on the field, it is quite effective at decimating armies of light armor units.</span></p>
</blockquote>
<p style="text-align: left;" mce_style="text-align: left;">Well-aimed shots from two or three Colossi will now be able to devastate many of StarCraft 2&#8242;s smaller units in the first laser shot, increasing its usefulness and making the added attack cooldown less important.</p>
<p style="text-align: left;" mce_style="text-align: left;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot02-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot02-2.jpg"><img class="aligncenter size-full wp-image-1412" title="Colossi crossing the deep sea" src="http://www.sc2blog.com/wp-content/uploads/2009/01/2.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/2.jpg" alt="Colossi crossing the deep sea" height="378" width="599"></a></p>
<p style="text-align: center;" mce_style="text-align: center;">* <a href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot02-2.jpg" mce_href="http://www.sc2blog.com/wp-content/uploads/2009/01/screenshot02-2.jpg" target="_blank">Click for big</a></p>
<p style="text-align: left;" mce_style="text-align: left;">Colossi are seen here again, this time emerging from the sea, their legs streching all the way to the bottom while the head-turrets fire freely. Did the Colossus get another buff? <a href="http://forums.battle.net/thread.html?topicId=14697601112&amp;postId=146959489120#146959489120" mce_href="http://forums.battle.net/thread.html?topicId=14697601112&amp;postId=146959489120#146959489120" target="_blank">Not just yet</a>:</p>
<blockquote>
<p style="text-align: left;" mce_style="text-align: left;"><span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">The Colossi, like other ground units, will be able to move through shallow waters only. In this screenshot, it shows experimentation of having Colossi move through slightly deeper waters, but there are no plans at the moment to make the Colossi traverse all water terrains.</span></p>
</blockquote>
<p style="text-align: left;" mce_style="text-align: left;">Lastly, <a href="http://forums.battle.net/thread.html?topicId=14637424503&amp;postId=146959488379#146959488379" mce_href="http://forums.battle.net/thread.html?topicId=14637424503&amp;postId=146959488379#146959488379" target="_blank">Karune mentions</a> a new mechanism for the Nighthawk&#8217;s deployables, which, <a href="http://www.sc2blog.com/2008/10/27/karunology-terran-infantry-colossus-in-depth-new-abilities/" mce_href="http://www.sc2blog.com/2008/10/27/karunology-terran-infantry-colossus-in-depth-new-abilities/" target="_blank">as we have suggested</a>, will now be tied to resources instead of energy:</p>
<blockquote><p style="text-align: left;" mce_style="text-align: left;"><span style="color: rgb(0, 204, 255);" mce_style="color: #00ccff;">On the balance side, in the latest round of changes, the <span class="wikilink">Nighthawk</span> builds mini defenses such as the <span class="wikilink">auto turret</span> based on resources now, instead of energy. This effectively forces players to think more in how they plan to use the Nighthawk&#8217;s support functions based on their resources. Additionally, these &#8216;almost instant&#8217; drops on the battlefield could easily change the tide of a battle or even wreck havoc on an unsuspecting enemy economy.</span></p>
</blockquote>
<p style="text-align: left;" mce_style="text-align: left;"><img class="aligncenter size-full wp-image-1413" title="Auto Turrets: now on sale" src="http://www.sc2blog.com/wp-content/uploads/2009/01/nighthawks-with-auto-turrets.jpg" mce_src="http://www.sc2blog.com/wp-content/uploads/2009/01/nighthawks-with-auto-turrets.jpg" alt="Auto Turrets: now on sale" height="350" width="601"></p>
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		<slash:comments>16</slash:comments>
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		<item>
		<title>Karunology: Shields Clarified, Everything Owns Mutalisks</title>
		<link>http://www.sc2blog.com/2008/11/13/karunology-shields-clarified-everything-owns-mutalisks/</link>
		<comments>http://www.sc2blog.com/2008/11/13/karunology-shields-clarified-everything-owns-mutalisks/#comments</comments>
		<pubDate>Thu, 13 Nov 2008 15:46:20 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1207</guid>
		<description><![CDATA[Karune has replied to 4 gameplay related threads on Battle.net Forums, taking suggestions, clarifying mechanics and disproving some wrong impressions left from the Blizzcon 2008 build. Starting with the misconceptions: Karune has confirmed once and for all that there is no accelerated Protoss shield regeneration. Regeneration takes places once the unit is out of combat, and [...]]]></description>
			<content:encoded><![CDATA[<p style="TEXT-ALIGN: left">Karune has replied to 4 gameplay related threads on <a href="http://www.battle.net/forums/guidelines.aspx?ForumName=sc2-general">Battle.net Forums</a>, taking suggestions, clarifying mechanics and disproving some wrong impressions left from the <a href="http://www.sc2blog.com/2008/10/17/blizzcon-2008-changes-to-starcraft-2/" target="_blank">Blizzcon 2008 build</a>.</p>
<p style="TEXT-ALIGN: left">Starting with the misconceptions:</p>
<p style="TEXT-ALIGN: left">Karune has confirmed once and for all that there is no accelerated Protoss shield regeneration. Regeneration takes places once the unit is out of combat, and while being significantly faster than StarCraft 1, <strong>it does not accelerate over time.</strong></p>
<blockquote>
<p style="TEXT-ALIGN: left"><span style="color: #00ccff;">The rate of shield regeneration has been increased significantly from the original StarCraft, but will be a fixed rate, rather than an increasing rate over time. The shields will not increase until the unit is out of combat.</span></p>
<p style="TEXT-ALIGN: left"><span style="color: #00ccff;">It is measured by an X number of seconds in which a unit has not attacked nor was attacked. X being a number determined through balance.</span></p>
</blockquote>
<p style="TEXT-ALIGN: left">It has also been confirmed that <strong><a href="http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/">Nydus Worms</a></strong> will receive their significantly prettier &#8220;bursting&#8221; delivery form back. The current animation is nothing more than a placeholder for the actual implementation.</p>
<blockquote>
<p style="TEXT-ALIGN: left"><strong>Right now there is a build time after you drop a nydus worm, the thing that bugs the heck out of me is that the nydus worm grows from that squiggly thing that drones morph into when they turn into buildings.</strong></p>
<p style="TEXT-ALIGN: left"><span style="color: #00ccff;">Yes, that is placeholder. In one of the previous builds, maybe it was WWI, the rock actually starts breaking and then the Nydus Worm comes out. It will probably be more along those lines.</span></p>
</blockquote>
<p style="TEXT-ALIGN: left">
<p style="text-align: center;"><img src="http://www.sc2blog.com/wp-content/uploads/2008/10/nydus-worms.jpg" alt="Nydus Worms Bursting" width="499" height="313" /></p>
<p>The <strong>Ghost </strong>has found itself fulfilling a rather surprising auxiliary role: it is described as <strong>an awesome counter for Mutalisks</strong>. Thanks to his improved StarCraft 2 abilities, range and light armor damage bonus, the Ghost has joined a long list of Terran units which have already been confirmed to be great Zerg air counters.</p>
<blockquote><p><span style="color: #00ccff;">Thors and Marines (with stimpack and the additional hp upgrade) are quite effective against mass Mutalisks. Additionally as mentioned already in this thread, BCs are also very effective, especially with its new missile barrage ability (but of course this is at a later tech).</span></p>
<p><span style="color: #00ccff;">There is one other counter, which is not mentioned in this thread, which is the Ghost! The Ghost is awesome at taking out Mutalisks as well, since they get a bonus to light armor, and have a very long range. Add that to snipe, cloak, or a bunker and it is quite a formidable counter as well.</span></p></blockquote>
<p>And to make sure Zerg players don&#8217;t develop any expectations from their TheoryCrafted Mutalisk fleets, Karune also reminds us that Protoss Archons are still the ultimate stacked Mutalisk poppers.</p>
<blockquote><p><span style="color: #00ccff;">Archons still have their splash damage and are still quite the beasts they were in the original StarCraft. There is no better feeling than watching a group of Archons instantly pop a stacked group of Mutalisks.</span></p></blockquote>
<p>An interesting suggestion (and a question) came from another poster, who proposed an upgrade to unload speeds for the Terran <strong>Medivac Dropship</strong>. Considering the fact that some players are fond of shock raids and mass infantry drops, such an upgrade is a legitimate idea.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.sc2blog.com/wp-content/uploads/2008/10/medic-dropship.jpg" alt="Medivac Action" width="340" height="396" /></p>
<blockquote><p><strong>do medivac dropships still load units at the same time but unload one at a time? or can dropships unload all their cargo at once?</strong></p>
<p><strong>if it can only unload one at a time, i have a sugestion, make it so that infantry can unload two at a time (researchable?) or at least at a much faster rate than vehicles so that the drops can b faster. it takes forever to unload 8 marines in comparison to unloading 2 tanks which are much more deadly</strong></p>
<p> </p>
<p><span style="color: #00ccff;">Loading is instant, but unloading has a delay between units. Will bring up the suggestion, but do note that the rate in unloading is already quite fast, and mass drops do usually include several dropships at the same time.</span></p></blockquote>
<p>That&#8217;s all for this week&#8217;s Karunology.
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		<title>Karunology: Terran Infantry, Colossus In-Depth, New Abilities</title>
		<link>http://www.sc2blog.com/2008/10/27/karunology-terran-infantry-colossus-in-depth-new-abilities/</link>
		<comments>http://www.sc2blog.com/2008/10/27/karunology-terran-infantry-colossus-in-depth-new-abilities/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 10:56:44 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Balance]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1199</guid>
		<description><![CDATA[Karune, Blizzard&#8217;s RTS community manager, has been sprinkling various bits of information about StarCraft 2 on a select few threads on Battle.net. Karune provides his take on several new gameplay mechanics and changes to existing units and reveals some new data on them. First up, some more information about the new Nydus Worm transportation mechanic, [...]]]></description>
			<content:encoded><![CDATA[<p>Karune, Blizzard&#8217;s RTS community manager, has been sprinkling various bits of information about StarCraft 2 on a select few threads on Battle.net. Karune provides his take on several new gameplay mechanics and changes to existing units and reveals some new data on them.</p>
<p>First up, <a href="http://forums.battle.net/thread.html?topicId=11676580175&amp;postId=116931495871#116931495871" target="_blank">some more information</a> about the new <strong>Nydus Worm</strong> transportation mechanic, which we have also <a href="http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/" target="_blank">brought up for discussion</a>.</p>
<blockquote><p><span style="color: #00ccff;">The worm is no longer underground and moveable. It is a spawned unit that acts as a exit/entrance to the network.</span></p></blockquote>
<p>Since the Worm no longer travels to its destination, it can not be intercepted on the way. However, it is not invulnerable &#8211; the enemies of the Zerg will still have a chance to kill it before it starts hurling Zerglings at their base.</p>
<blockquote><p><span style="color: #00ccff;">Yes, you can see and attack the Nydus Worm before it becomes fully built. The visual graphics of this are not totally complete yet.</span></p></blockquote>
<p>Next up, <a href="http://forums.battle.net/thread.html?topicId=11296487139&amp;postId=112955213058#112955213058" target="_blank">Karune talks about</a> two of the Terran&#8217;s new units &#8211; The <strong>Reaper </strong>and the <strong>Marauder</strong> &#8211; and their roles on the battlefield.</p>
<blockquote><p><span style="color: #00ccff;"><strong>Reapers are actually one of the best units against any light units in the game.</strong> They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.</span></p></blockquote>
<p>Reapers, which have bonus damage against light-type units, are currently the best economy raiders in the game &#8211; being able to jump into the enemy base, dispense with its workers, and plant some explosives for extra measure. Aside from that, they are also quite capable against all other light units, including the basic units for the others races &#8211; <strong>Zerglings </strong>and <strong>Zealots</strong>. However, they are very lightly armored &#8211; meaning that efficient usage might require quite a lot of dancing.</p>
<p style="text-align: center;"><img class="size-full wp-image-1200" title="Reapers on their way to another raid" src="http://www.sc2blog.com/wp-content/uploads/2008/10/reapers2.jpg" alt="Reapers on their way to another raid" width="536" height="266" /></p>
<blockquote><p><span style="color: #00ccff;">Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen.</span></p></blockquote>
<p>Marauders are now found in almost every Terran build. The slowing effect of their attack is beneficial when coupled with the ranged Marines against the other two races&#8217; melee units. In the later parts of the game, the Marauders&#8217; bonus attack against armored units keep them viable. They are especially important against the Zerg <strong>Roach</strong>, which quickly regenerates and shrugs off damage, as they can focus their anti-armor attack and squash it before the Roach has a chance to recover.</p>
<p style="text-align: center;"><img class="size-full wp-image-1201" title="Marauders" src="http://www.sc2blog.com/wp-content/uploads/2008/10/marauders2.jpg" alt="Marauders" width="265" height="316" /></p>
<p>Karune answers a question about <strong>Stargates </strong>and the option of upgrading them to <strong>Warp Gates</strong>, like <strong>Gateways</strong>.</p>
<blockquote><p><span style="color: #00ccff;">Only Gateways can be upgraded to Warp Gates. Gosh&#8230;warped in Carriers/Void Rays over an enemy base would be OP!</span></p></blockquote>
<p>Next, <a href="http://forums.battle.net/thread.html?topicId=11296677153&amp;postId=112955201225#112955201225" target="_blank">a discussion about abilities</a> which may or may not make it into the game:</p>
<blockquote><p><span style="color: #00ccff;">The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit <strong>fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces.</strong> Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability <strong>costs 125 energy.</strong></span></p></blockquote>
<p>The Nullifier&#8217;s chain-lightning like ability, the <strong>Molecular Disruptor,</strong> joins his other two abilities &#8211; <strong>Hallucination</strong> and <strong>Force Field</strong>. This one looks a little out of place for the relatively &#8220;peaceful&#8221; caster, which has so far only passively affected battle situations with its abilities. The mechanic of only jumping between alike units feels a bit tacked on, not having any real use in any fight.</p>
<p style="text-align: center;"><img class="size-full wp-image-1202" title="Nullifier" src="http://www.sc2blog.com/wp-content/uploads/2008/10/nullifier2.jpg" alt="Nullifier" width="553" height="231" /></p>
<blockquote><p><span style="color: #00ccff;">The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it&#8217;s radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.</span></p></blockquote>
<p>The <strong>Seismic Thumper</strong>, an ability designed for the <a href="http://www.sc2blog.com/2008/10/17/blizzcon-2008-changes-to-starcraft-2/" target="_blank"><strong>Nighthawk</strong></a>, will only appear in the single player portion of the game. An interesting idea for an ability that fits the Nighthawk&#8217;s role, it is currently out of the game, replaced by another new ability, <strong>Targeting Drone</strong>:</p>
<blockquote><p><span style="color: #00ccff;">The Targeting Drone is similar to the Auto Turret in the fact that it does not have a timed life. It currently costs 50 energy to deploy and has 120 hitpoints (all subject to balance of course). The Targeting Drone can target one unit at a time, and increases the damage that unit takes by 50%. You cannot have two drones targeting the same target. These drones are also flying, stealthed, and immobile. They may excellent perimeter defenses and can be coupled with Auto Turret raids to maximize the damage.</span></p></blockquote>
<p>With the addition of this ability, the Nighthawk has truly become the master of defense for the Terran, able to deploy <strong>Auto-Turrets</strong>, <strong>Spider Mines</strong> and now <strong>Targeting Drones</strong>. Coupled with its detection capabilities, this is a unit that will accompany Terran armies into many confrontations, scouting ahead of the main force and preparing preliminary defenses until the heavy gear is deployed.  Aside from that, it will certainly be useful for quickly setting up a defense perimeter around any new expansion. This is a great defensive addition to the Terran, which, in StarCraft 1, had no standalone defensive structure they could rely on for protection against ground forces.</p>
<p>However, since all of the Nighthawk&#8217;s deployables are energy based and permanent, a limit will likely be imposed on the number of concurrently deployed abilities to prevent abuse. Perhaps, like the old Protoss Reaver, it will have to pay to manufacture some of them first.</p>
<p style="text-align: center;"><img class="size-full wp-image-1203" title="Nighthawk gang" src="http://www.sc2blog.com/wp-content/uploads/2008/10/nighthawks-with-auto-turrets1.jpg" alt="Nighthawk gang" width="500" height="291" /></p>
<p>Finally, <a href="http://forums.battle.net/thread.html?topicId=11296506043&amp;postId=112955199525#112955199525" target="_blank">Karune discusses the <strong>Colossus</strong>&#8216; role in detail</a>. The Colossus, which used to be extremely powerful as an individual unit in the previous builds, has been toned down somewhat and now has a more defined place on the battlefield.</p>
<blockquote><p><span style="color: #00ccff;">In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.</span></p></blockquote>
<p>The Colossus has changed from the powerful assault unit it once was into more of an attack support unit. It will function best when it utilizes its extreme range upgrade (9) to target distant enemies from the safety of cliffs, or behind other, cheaper and more expandable units so it can inflict its AoE damage and soften up targets.</p>
<p>Some concerns were raised about the mechanism of the attack, which sweeps across in a line in front of the Colossus. The area of effect is very dependent on the position of the Colossus, and the timing of the animation also raised some questions. Here&#8217;s what Karune had to say:</p>
<blockquote><p><span style="color: #00ccff;">Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-1204" title="THREE Colossi is the only way to roll" src="http://www.sc2blog.com/wp-content/uploads/2008/10/colossi3.jpg" alt="THREE Colossi is the only way to roll" width="500" height="328" /></p>
<p>Lastly, Karune reveals an interesting piece of information about Blizzard&#8217;s plans for competitive play:</p>
<blockquote><p><span style="color: #00ccff;">The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, <strong>all competitive maps will have cliffs to some degree.</strong></span></p></blockquote>
<p>StarCraft 2 has intergrated many mechanics which depend on cliffs and height differences. This is something that differentiates it from StarCraft 1 in a great way and adds more complexity to the game. Aside from units, like the Colossus, which can traverse these heights naturally, <a href="http://www.sc2blog.com/2007/11/07/qa-20-mega-ghosts-and-unspotable-siege-tanks/">the line-of-sight changes</a> add to the importance of utilizing cliffs intelligently. It&#8217;s no surprise that Blizzard will want to see these new additions in maps designed for balanced, competitive gameplay.
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		<title>Interracial Karunology and the Fourth StarCraft 2 Race</title>
		<link>http://www.sc2blog.com/2008/08/30/interracial-karunology-and-the-fourth-starcraft-2-race/</link>
		<comments>http://www.sc2blog.com/2008/08/30/interracial-karunology-and-the-fourth-starcraft-2-race/#comments</comments>
		<pubDate>Sat, 30 Aug 2008 09:44:52 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[rumors]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1150</guid>
		<description><![CDATA[Blizzard&#8217;s co-founder, Frank Pearce, has come out with a statement sure to excite StarCraft fans in an interview given to VideoGaming247. When asked about the possibility of a 4th race in StarCraft 2, Frank deals the usual response: We talked about the possibility of a fourth race early on, but we felt like we had [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard&#8217;s co-founder, Frank Pearce, has come out with a statement sure to excite StarCraft fans in an interview given to <a href="http://www.videogaming247.com/2008/08/29/pearce-fourth-starcraft-ii-race-may-be-added-by-expansion/">VideoGaming247</a>.</p>
<p>When asked about the possibility of a 4th race in StarCraft 2, Frank deals the usual response:</p>
<blockquote><p><span style="color: #00ccff;">We talked about the possibility of a fourth race early on, but we felt like we had a finite amount of great ideas and wanted to make sure we focused all the cool, best ideas on the existing three races rather than diluting those ideas across four races.</span></p></blockquote>
<p>However, for the first time, Frank gives hope when it comes to the inevitable StarCraft 2 expansion:</p>
<blockquote><p><span style="color: #00ccff;">We don’t have the resources or time to add a fourth race to the launch of StarCraft II, but I’m sure in the event that we decide to do an expansion set it’s a feature that’ll come up for discussion.</span></p></blockquote>
<p>This is the first time a Blizzard representative has not completely denied the possibility of adding a new playable race to StarCraft 2. Blizzard have been very adamant in their choice of sticking with the three original StarCraft races, which they decided to further explore and differentiate between. It will be interesting to see how they tackle the challenge of introducing a completely new race to the delicate balance currently evolving amongst the three existing races in StarCraft 2.</p>
<p style="text-align: center;"><img class="size-full wp-image-1151" title="4th race in the oven" src="http://www.sc2blog.com/wp-content/uploads/2008/08/hybrids.jpg" alt="4th race in the oven" width="522" height="391" /></p>
<p>Next up, we have a few bits of information about StarCraft 2&#8242;s most recent gameplay tactics, straight from the mouth of Blizzard &#8211; Karune, Blizzard&#8217;s community manager. First up, <a href="http://www.battle.net/forums/thread.aspx?FN=sc2-general&amp;T=1742374&amp;P=1" target="_blank">Karune discusses a sneaky tactic </a>employed by the Terran.</p>
<blockquote><p><span style="color: #00ccff;">Thought I&#8217;d share with you guys that in internal gameplay, we&#8217;ve had some poor souls find out the hard way that apparently if you are playing Terran and you <strong>immediately lift off your command center to a close by high yield mineral field, you will easily make up the difference of the time lost from collecting minerals</strong> during that period, and essentially be able to out produce any other race very quickly. Thus far, it seems like it is easy to defend this new fast expansion strategy. Nonetheless, I&#8217;m sure it will be balanced in the coming weeks, but thought it was funny so I thought I&#8217;d share.</span></p></blockquote>
<p>The yellow, <a href="http://www.sc2blog.com/2007/07/01/qa-4-yellow-minerals-resource-sharing-allied-chat-zealot-charge-and-future-updates/">high yield minerals</a> currently provide 50% more resources than the normal, blue variants. Since the Terran Command Center, like all Terran buildings, has a natural ability to lift off, maps with a closeby yellow mineral patch make this almost a crime not to abuse.</p>
<p style="text-align: center;"><img class="size-full wp-image-1152" title="No yellow minerals around?" src="http://www.sc2blog.com/wp-content/uploads/2008/08/minerals.jpg" alt="No yellow minerals around?" width="351" height="270" /></p>
<p>Karune has received a few suggestions to &#8220;fix&#8221; this issue on the forums and <a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1742513#post1742513" target="_blank">responded to them</a>:</p>
<blockquote><p><span style="color: #00ccff;">Making lift off a researched ability and hard coating the minerals both seem like interesting ideas &#8211; I&#8217;ll be sure to forward that along to the devs. Like I said before though, this has only worked on &#8216;certain&#8217; maps. If anything, those maps could be modified slightly and it would probably fix it.</span></p></blockquote>
<p>Knowing Blizzard, this strategy will likely still be viable on certain maps, but in a balanced way that allows the other races to respond to it without being at an obvious disadvantage.</p>
<p><a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1742366#post1742366" target="_blank">Karune&#8217;s next post</a> discusses the Mutalisks&#8217; ability to bunch up tightly and function like a single unit, attacking targets for very high damage, as well as utilizing their attack cool-down time to move. This tactic requires some micromanaging skill to accomplish, and has become a favorite discussion point in Q&amp;As. This is what the situation is like, currently:</p>
<blockquote><p><span style="color: #00ccff;">There has not been extensive testing of this yet, but in terms of Mutalisks, players will be able to stack, but <strong>it will be much harder to keep them clumped up</strong>. As more info surfaces about this, I will keep you informed.</span></p>
<p><span style="color: #000000;"><br />
</span></p>
<p><span style="color: #00ccff;">Also, Mutalisks at first in StarCraft II while slowed down a bit before they attacked, but the code has been fixed to allow it to attack on the move like the original StarCraft.</span></p></blockquote>
<p>It seems like Mutalisks will still be able to attack and move if used by skilled, agile players, but creating a Korean Mutalisk super-unit will be significantly more difficult.</p>
<p style="text-align: center;"><img class="size-full wp-image-1153" title="Clumpalisks" src="http://www.sc2blog.com/wp-content/uploads/2008/08/mutalisks3.jpg" alt="Clumpalisks" /></p>
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		<title>Karunology: New Concept Art, Warp Rays Firing While Moving</title>
		<link>http://www.sc2blog.com/2008/08/08/karunology-new-concept-art-warp-rays-firing-while-moving/</link>
		<comments>http://www.sc2blog.com/2008/08/08/karunology-new-concept-art-warp-rays-firing-while-moving/#comments</comments>
		<pubDate>Fri, 08 Aug 2008 22:46:17 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1118</guid>
		<description><![CDATA[Karune, Blizzard&#8217;s RTS community manager, has been active on the forums lately, posting bits and pieces of new information about StarCraft 2. First, Karune posted concept art pictures from two, now-cut units from StarCraft 2, and one picture of the evolution of one of those. * Click for big This is the original art concept [...]]]></description>
			<content:encoded><![CDATA[<p>Karune, Blizzard&#8217;s RTS community manager, has been active on the forums lately, posting bits and pieces of new information about StarCraft 2.</p>
<p>First, <a href="http://www.battle.net/forums/thread.aspx?FN=sc2-general&amp;T=1664568&amp;P=1" target="_blank">Karune posted concept art pictures</a> from two, now-cut units from StarCraft 2, and one picture of the evolution of one of those.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise035c.jpg"><img class="aligncenter size-medium wp-image-1122" title="Firebat" src="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise035c-300x200.jpg" alt="Firebat" width="295" height="202" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise036c.jpg"><img class="aligncenter size-medium wp-image-1120" title="Marauder" src="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise036c-300x200.jpg" alt="Marauder" width="311" height="202" /></a></p>
<p style="text-align: center;"><strong>* Click for big</strong></p>
<p style="text-align: left;">This is the original art concept for the <strong>Firebat</strong>, which is operating a small mechanized armor. The <a href="http://www.sc2blog.com/2008/01/26/qa-27-more-nullifier-map-effects-introducing-marauder/" target="_blank"><strong>Marauder</strong></a> has slipped into the Firebat&#8217;s old shell, keeping most of its armor, but replacing the flame weapons with grenade launchers.</p>
<p style="text-align: left;">Next up: can you guess which cut unit this concept art picture belongs to?</p>
<p style="text-align: center;"><img class="size-full wp-image-1121 aligncenter" title="Purifier" src="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise034c.jpg" alt="Purifier" width="500" height="638" /></p>
<p style="text-align: left;">This is the <strong>Purifier</strong>, the old name for the now-defunct <a href="http://www.sc2blog.com/2007/07/21/soul-hunter-no-longer-a-part-of-starcraft-2/" target="_blank"><strong>Soul Hunter</strong></a>. Perhaps if the Soul Hunter had been this magnificent in-game it would not have been cut.</p>
<p style="text-align: left;">Next, another old concept art picture:</p>
<p style="text-align: center;"><img class="size-full wp-image-1119" title="Ultralisk" src="http://www.sc2blog.com/wp-content/uploads/2008/08/starcraft_samwise038c.jpg" alt="Ultralisk" width="500" height="360" /></p>
<p style="text-align: left;">The Ultralisk originally had spiny tentacles, as <a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1664559#post1664559" target="_blank">Karune mentions</a>, and as this picture illustrates so well. The spines, which apparently flailed around randomly, skewering marines in their path, were eventually cut due to the random nature of their damage output, which doesn&#8217;t fit StarCraft&#8217;s professional, competitive nature.</p>
<p style="text-align: left;"><a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1664174#post1664174" target="_blank">Karune further promises</a> that during Blizzard&#8217;s <a href="http://www.sc2blog.com/2008/07/30/blizzcon-2008-ticket-on-sale-august-11/" target="_blank">upcoming mega-event, BlizzCon 2008</a>, new artwork changes will be shown. Specifically, he <a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1664171#post1664171" target="_blank">mentions</a> a &#8220;<span style="color: #00ccff;">planned community event around the Dark Templar in which we hope to get much feedback about the models in-game of these units</span>&#8220;.</p>
<p style="text-align: left;">Finally, an interesting change to the <strong><a href="http://www.sc2blog.com/2007/07/10/new-protoss-unit-page-the-warp-ray-design-updated/" target="_blank">Warp Ray</a></strong> has been <a href="http://www.battle.net/forums/thread.aspx?fn=sc2-general&amp;t=1647708#post1647708" target="_blank">described by Karune</a>:</p>
<blockquote>
<p style="text-align: left;"><span style="color: #00ccff;">Yes, <strong>the Warp Ray can fire while moving</strong>. Once it begins firing at a target, the Warp Ray will follow the target if it begins to move, keeping at a close proximity since the Warp Ray&#8217;s range is currently quite short.</span></p>
</blockquote>
<p style="text-align: left;">The Warp Ray, whose beam increases in intensity and damage output the longer it is being focused on a target, currently has a relatively short range for its devastating attack. To compensate for the cut in weapons range, which used to be quite long, and to make it harder for units to break away and eliminate the Warp Ray&#8217;s deadly lock, the Warp Ray will be able to keep firing at its target while it&#8217;s moving &#8211; even if it means it has to follow it itself.</p>
<p style="text-align: center;"><img class="size-full wp-image-1123" title="Warp Rays" src="http://www.sc2blog.com/wp-content/uploads/2008/08/warprays.jpg" alt="Warp Rays" width="500" height="277" /></p>
<p style="text-align: left;">This means that the only way to avoid the Warp Ray&#8217;s damage barrage is to destroy the Warp Ray itself. This eliminates an aspect of micromanagement, in which the player would constantly move his units out of the Warp Ray&#8217;s range to avoid its attack, just as it&#8217;s gaining focus. Fast units would probably still be able to outrun the Warp Ray, but these are not the units that should fear the Warp Ray&#8217;s attack &#8211; its juicer targets, units and buildings which possess many hit points, generally move very slowly.</p>
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