<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>SC2 Blog &#187; Units</title>
	<atom:link href="http://www.sc2blog.com/category/units/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sc2blog.com</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
	<lastBuildDate>Fri, 03 Sep 2010 11:54:18 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>StarCraft 2 Beta Key Contests: 38 Beta Keys to Earn</title>
		<link>http://www.sc2blog.com/2009/06/03/starcraft-2-beta-key-contests-38-beta-keys-to-earn/</link>
		<comments>http://www.sc2blog.com/2009/06/03/starcraft-2-beta-key-contests-38-beta-keys-to-earn/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 21:56:21 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2169</guid>
		<description><![CDATA[Beta season is on the horizon! A total of 38 StarCraft 2 beta keys will be given out by TeamLiquid and SC2Forums, so if you&#8217;re capable of making videos, baking cakes or are willing to write an extensive StarCraft guide, now is your time to shine. The video contest, taking place between the 1st and [...]]]></description>
			<content:encoded><![CDATA[<p>Beta season is on the horizon! A total of <strong>38 StarCraft 2 beta keys</strong> will be given out by <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=94466">TeamLiquid</a> and <a href="http://www.starcraft2forum.org/forums/view.php?pg=starcraft2contest">SC2Forums</a>, so if you&#8217;re capable of making videos, baking cakes or are willing to write an extensive StarCraft guide, now is your time to shine.</p>
<p style="text-align: center;"><img class="size-full wp-image-2174 aligncenter" title="StarCraft 2 Beta Key Contest" src="http://www.sc2blog.com/wp-content/uploads/2009/06/sc2contest.jpg" alt="StarCraft 2 Beta Key Contest" width="560" height="160" /></p>
<p>The video contest, taking place between the 1st and 14th of the June, asks fans to submit StarCraft related videos on the following subjects:</p>
<ul>
<li><strong>Outpost Outtakes</strong>:<br />
Best podcast oriented video. Examples would include (but are not limited to) a webcam show, a creative commentary on a match, or a voice-over of an existing StarCraft cinematic.</li>
<li><strong>I&#8217;m an &#8220;SC&#8221;</strong>:<br />
Best fan-made StarCraft 2 commercial.</li>
<li><strong>Psi Report</strong>:<br />
Best &#8220;coverage&#8221; of StarCraft 2&#8242;s release. Should be in news broadcast format. Examples would include a reporter covering StarCraft 2&#8242;s release or interviewing fans about it.</li>
<li><strong>Auir&#8217;s Funniest Videos</strong>:<br />
Best general comedy video.</li>
<li><strong>Carapace of Creativity</strong>:<br />
Most creative overall video.</li>
<li><strong>Mutalisk Muse</strong>:<br />
Best cover of a StarCraft theme or StarCraft music video.</li>
</ul>
<p>For instance, here&#8217;s the first person to camp out for StarCraft 2&#8230;</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/_YpHWKbGdfU" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/_YpHWKbGdfU" /></object></p>
<p>Here&#8217;s the quick <strong>rules </strong>briefing:</p>
<ul>
<li>Minimum 720&#215;480 resolution.</li>
<li>Minimum length 1:00, maximum length 3:00 (Not strict).</li>
<li>Can be submitted via YouTube, etc. but must be available upon request in avi video format.</li>
<li>Must be StarCraft related.</li>
<li>Must be PG rated (no excessive violence, profanity, nudity, etc.).</li>
<li>No illegal acts may be displayed in the video.</li>
<li>Submitted videos must be original content and not include copyrighted material outside of Blizzard Entertainment owned entities (this includes music).</li>
<li>All videos must be submitted by June 22nd, 2009.</li>
</ul>
<p>Check out SC2Forum&#8217;s full video contest and signup details and more creative samples on the <a href="http://www.starcraft2forum.org/forums/view.php?pg=starcraft2contest" target="_blank">contest page</a>.</p>
<p style="text-align: center;"><img class="size-full wp-image-2172 aligncenter" title="StarCraft 2 Beta Key Banner" src="http://www.sc2blog.com/wp-content/uploads/2009/06/betakeybanner.jpg" alt="StarCraft 2 Beta Key Banner" width="574" height="191" /></p>
<p>Team Liquid&#8217;s <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=94466">20 key giveaway contest is a bit more diverse</a>, allowing players to bake, write or win their way into the coveted beta.</p>
<ul>
<li><strong>Bake a cake</strong> (or similar original StarCraft inspired pastry)</li>
<li><strong>Write a guide</strong></li>
<li>Join a multi-discipline<strong> StarCraft tournament</strong> series.</li>
</ul>
<p>Both sites have slightly adjusted their initial contest schedules, have published eligibility rules and participation requirements  (for instance, players from China can&#8217;t participate in TL&#8217;s tournament) &#8211; so be sure that you&#8217;re in the green before applying.
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2009%2F06%2F03%2Fstarcraft-2-beta-key-contests-38-beta-keys-to-earn%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2009/06/03/starcraft-2-beta-key-contests-38-beta-keys-to-earn/feed/</wfw:commentRss>
		<slash:comments>71</slash:comments>
		</item>
		<item>
		<title>New Hi-Res Screenshots, Korean Impressions, Fansite Q&amp;A 4</title>
		<link>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/</link>
		<comments>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/#comments</comments>
		<pubDate>Tue, 26 May 2009 18:02:54 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2082</guid>
		<description><![CDATA[This weekend, GameMeca and PlayXP, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite Q &#38; A session via SCLegacy, spanning 9 questions, though revealing little new information. GameMeca&#8217;s article [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend, <a href="http://www.gamemeca.com/pc/review_view.html?page=1&amp;genre_code=&amp;search_kind=&amp;search_text=&amp;chr_from=&amp;chr_to=&amp;order=isrt_date&amp;seq=1187&amp;gm_id=gm0003555&amp;subpage=1">GameMeca </a>and <a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP</a>, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite<a href="http://sclegacy.com/news/23-sc2/376-scl-exclusive-fansite-qaa"> Q &amp; A session via SCLegacy</a>, spanning 9 questions, though revealing little new information.</p>
<p><img class="aligncenter" title="South Korean Press Event" src="http://www.sc2blog.com/wp-content/uploads/2009/05/korean_event.jpg" alt="South Korean Press Event" width="598" height="399" /></p>
<p>GameMeca&#8217;s article has been <a href="http://sclegacy.com/news/23-sc2/386-gamemeca-starcraft-ii-impressions">translated by SCLegacy&#8217;s editors</a> (<a href="http://sc2blog.com/wp-content/uploads/2009/05/GameMeca.pdf">download the article in PDF version here)</a>. The lengthy article hasn&#8217;t revealed any drastic changes in the latest StarCraft 2 build; however, some observations are worth noting.</p>
<blockquote><p>The amazing truth is that there was no loading time. Like eating rice after putting it in water <span style="color: #ffcc99;">(a common way for Koreans to cool down rice instantly while not altering the flavor SC:L)</span> the loading time was over almost instantly</p></blockquote>
<p>It appears that Blizzard&#8217;s developers have opted for pre-caching the game&#8217;s map data, graphics and engine during the players&#8217; stay in the game waiting room, prior to the actual match. This is a welcome improvement over current models, and it won&#8217;t be surprising to see more developers following in Blizzard&#8217;s footsteps in newer games.</p>
<blockquote><p>&#8230;.the game being host to a fast sense of speed. From the speed of Probes mining minerals to the movement and <strong>attack speeds of the Zealots and Zerglings, and also the rate at which units killed and died in the middle of a battle. The speed was approximately 1.5 times faster than the current</strong> ‘Star’.</p></blockquote>
<p>The above statement is in line with Blizzard&#8217;s own statements regarding average game length expectations and what&#8217;s been <a href="http://www.sc2blog.com/category/battle-report/">observed in the Battle Reports</a>. Games are furiously fast, and army collisions often result in immediate and heavy damages due to the abundance of splash and AoE dishing units and the overall increase in game pace.</p>
<blockquote><p>The graphics quality probably will not surpass those of the recently released RTS, ‘Warhammer 40K, Dawn of War2’, but its refined, polished look and the light, warm colors give the whole game a graceful, pristine feel</p></blockquote>
<p>StarCraft 2 is not  graphically inferior to contemporary RTS titles, especially after the recently implemented model and texture upgrades. Having participated in <a href="http://www.dawnofwar2.com">DoW2&#8242;</a>s beta, we&#8217;ve enjoyed the killing blow animations and explosive effects of Dawn of War 2, but there&#8217;s little, if any, <em><strong>need</strong></em> for improvement to StarCraft 2&#8242;s graphics.</p>
<p align="center"><img title="Protoss and Swarm Clash - StarCraft 2' graphics" src="http://www.sc2blog.com/wp-content/uploads/2009/05/protoss_swarm_clash.jpg" alt="Protoss and Swarm Clash - StarCraft 2' graphics" width="556" height="382" /></p>
<blockquote><p>&#8230;when multiple workers were selected and one mineral was clicked, instead of rushing all to that one mineral <strong>they all spread out, going in different directions</strong> like the good friends they are.</p></blockquote>
<p>And so passes the ancient art of first-second worker control.</p>
<blockquote><p>Next is the ability to hotkey multiple selections and squads. The original selection cap of only 12 multiple selections has increased to 24, and when selecting with hotkeys it was possible to go above the 24 limit. If 25 Zealots were set to hotkey number 1, the space that showed unit details said 24 units were set to hotkey 1 and the leftover one unit was set to hotkey 2.</p></blockquote>
<p>There is no limit on the number of selected units. However, hot-keyed control groups are limited to 24 units each, with the game automatically assigning the &#8220;overflow&#8221; units to the next control group number.</p>
<blockquote><p>&#8230; when multiple buildings were selected it was necessary to press the unit production button as many times as the number of buildings.</p>
<p>It was because if you pressed the button once, the first of the selected buildings started producing, and if you pressed another time the second building produced and so on. It was the same for unit upgrades, like in the case of 10 hydras. If all ten were selected, you needed to press the Lurker button 10 times to make all ten into Lurkers.</p></blockquote>
<p>The above mechanism is an example of the sort of brilliant decisions that make Blizzard games what they are. Players are provided with a comfortable, &#8220;automated&#8221; way of selecting multiple units and buildings, yet are given full control over the number and types of units produced/upgraded. Pressing one button does not create a horde of identical units, but players are not denied the option of producing from groups of buildings via hotkeys either.</p>
<p><a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP has published</a> six super hi-res shots:</p>
<p align="center">
<a href="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide.jpg"><img class="size-thumbnail wp-image-2091 alignleft" title="Thors and Ultralisk Collide in Epic Battle" src="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide-150x150.jpg" alt="Thors and Ultralisk Collide in Epic Battle" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada.jpg"><img class="size-thumbnail wp-image-2090 alignleft" title="Terran Air Armada" src="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada-150x150.jpg" alt="Terran Air Armada" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid.jpg"><img class="size-thumbnail wp-image-2089 alignleft" title="Raiders Raid a Zerg Worker Line" src="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid-150x150.jpg" alt="Raiders Raid a Zerg Worker Line" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings.jpg"><img class="size-thumbnail wp-image-2088 alignleft" title="Zerg Going Old School Mutaling" src="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings-150x150.jpg" alt="Zerg Going Old School Mutaling" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans.jpg"><img class="size-thumbnail wp-image-2087 alignleft" title="Protoss Colossi Fight Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans-150x150.jpg" alt="Protoss Colossi Fight Terrans" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords.jpg"><img class="size-thumbnail wp-image-2086 alignleft" title="Brood Lords Swarm Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords-150x150.jpg" alt="Brood Lords Swarm Terrans" width="150" height="150" /></a>
</p>
<p>SC:L&#8217;s Fansite Q&amp;A clarifies several moot points, mainly on aspects either inherited from StarCraft 1 or left unclear after previously being discussed in a vague manner during StarCraft 2&#8242;s development.</p>
<blockquote><p>1. <strong>Are any other units aside from the Dark Templar going to have multiple models (ie. male and female Ghosts)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Currently, we&#8217;re not considering any other units for multiple models.</span><br />
<strong></strong><br />
2. <strong>In the original StarCraft and Brood War, Carriers have been very rarely used for competitive matches due to their ineffectiveness in small numbers because of their critical mass effect. Up until now, what changes or ideas have played with to increase their effectiveness in small numbers with or without other ships for support, and what is the current status on the Carrier? Also, what about the Battlecruiser?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">In general, it&#8217;s still better if you have as many carriers or battlecruisers as possible in the battle. However, small numbers of carriers or battlecruisers will be still very useful for supporting both ground and air units.</span><br />
<strong></strong><br />
<strong>3. We were told recently that workers can&#8217;t patrol. This makes SCV auto-repair a lot less useful. (In Warcraft III, you could set a worker to patrol, and it would auto-repair any damaged buildings or mechanical units nearby. Great for keeping towers (and bunkers!) alive.)</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">SCVs can patrol, so if you activate auto-casting of the SCV&#8217;s repair ability, that SCV will repair damaged buildings or units it encounters while on patrol. The SCV will repair nearby units and buildings and continue its designated patrol pattern again after the repairs are complete.</span></p></blockquote>
<p>Players will be able to assign SCVs to repair duty, leaving another repetitive StarCraft 1 chore behind. This will be a handy tool for frequently raided expansions and stretched. turtled defense lines.</p>
<blockquote><p><strong>4. What use does the Overlord usually see versus the Nydus Worm? That is, in what capacity is each transport mechanic used?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">It all depends on a player&#8217;s choice in each case. When you want try out a sneaky and clever attack on the enemy&#8217;s base, the nydus worm can be useful in that role as a more tactical and general choice for harassing the enemy&#8217;s economy. However, you can also use a mass overlord drop just like the original StarCraft, for an aggressive, all-out attack. However, the overlord drop is riskier, as you&#8217;re putting much of your supply and the cargo in jeopardy if you encounter strong anti-air defense.</span><br />
<strong></strong><br />
<strong>5. Can Thors or Colossi be transported in any way?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thors and colossi can be transported by each race&#8217;s transportation units: the medivac and the warp prism.</span></p></blockquote>
<p align="center">
<img class="aligncenter" title="Thor is as Big as Barracks. " src="http://www.sc2blog.com/wp-content/uploads/2008/12/thorbig.jpg" alt="" width="520" height="274" />
</p>
<p>Thors being transported by anything short of a Battlecruiser constitutes a major realism issue. Thors are huge not only visually, but &#8220;by design&#8221;, so to speak. Two Reavers were never small enough to fit in a shuttle, but a Reaver was never perceived as a multi-cannon front-line behemoth like the Thor is. Carrying a Thor <em>inside</em> the Medivac <strong><em>reverses Blizzard&#8217;s long time decision of making the Thor untransportable</em>.</strong></p>
<blockquote><p><strong>6. How do you use the Thor&#8217;s resurrection ability? Does it cost resources to use?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thor doesn&#8217;t have the resurrection ability any more in the current build. While the mechanic was a cool idea on paper, it didn&#8217;t end up being especially practical when we tried it in internal playtesting.</span><br />
<strong></strong><br />
<strong>7. How has more efficient AI and pathfinding affected the game? Does it make the game easier?<br />
</strong><strong></strong><br />
<span style="color: #00ccff;">AI in StarCraft II is much more developed from the original StarCraft. For example, the computer is required to scout to find you now in every difficulty mode. In higher difficulty modes, the AI will adapt to what it sees you are building to counter your selected strategy with key units of their own. This means that the computer no longer cheats as far as &#8220;knowing&#8221; where you are and what you&#8217;re doing. It can only react to what it sees when their scouts find your units and bases.</span></p>
<p><span style="color: #00ccff;">The pathfinding is also much improved in StarCraft II, which will reduce some frustration when directing your units to move long distances around varying terrain. Certain melee units are also smarter about attempting to surround enemies, but we don&#8217;t believe this makes the game &#8220;easier.&#8221; Players who choose to micro their armies will still have an advantage.</span><br />
<strong></strong><br />
<strong>8. I would like to know if the MULE can repair air units and lifted-off buildings, and in turn, could we see MULEs being called down in the front lines to repair Battlecruisers and Thors or in the corner of the map to repair a burning Command Center that was lifted off to escape an attack? Also, at what rate does a MULE repair? Faster or slower than an SCV?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The mule is only for gathering minerals or scouting. You cannot repair units or structures with the mule.</span><br />
<strong></strong><br />
<strong>9. Regarding the &#8220;Discussion with Artosis and Idra&#8221; video &#8211; does their prediction that Zerg vs. Zerg is degrading into &#8220;Roach spam&#8221; have any validity? Will ZvZ matchups frequent a more diverse selection of units beyond Zerglings, Roaches, and Mutalisks?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">We would like to see as many units as possible being used in the battle, instead of some selected units like zerglings, roaches, and mutalisks. We are still polishing and balancing units including the roach, and hope to see how the players will make various combinations of units during the beta.</span></p></blockquote>
<p>Blizzard has made it clear that they&#8217;re comitted to preventing all possible match-ups from &#8220;deteriorating&#8221; into battles involving 2-3 units many times before. Unit spam is a core issue which plagues the majority of existing RTS titles, and solutions require <em>a lot of testing, feedback and balancing</em> &#8211; the main goals of the upcoming beta.
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2009%2F05%2F26%2Fnew-hi-res-screenshots-korean-impressions-fansite-qa-4%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<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.
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F10%2F27%2Fkarunology-terran-infantry-colossus-in-depth-new-abilities%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/10/27/karunology-terran-infantry-colossus-in-depth-new-abilities/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>MotherPoll</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/</link>
		<comments>http://www.sc2blog.com/2008/07/19/motherpoll/#comments</comments>
		<pubDate>Sat, 19 Jul 2008 22:37:16 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Balance]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[FeedBack]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098</guid>
		<description><![CDATA[More than a year after its introduction, the Mothership persists in posing a challenge for Blizzard&#8217;s developers. As Dustin Browder mentioned in a recent interview, the Mothership is still a unit with no distinct role on the battlefield. Neither overpowered nor blatantly weak in its current form, the Motership&#8217;s flaws are not that obvious. Unfortunately, Blizzard&#8217;s designers simply don&#8217;t receive enough feedback [...]]]></description>
			<content:encoded><![CDATA[<p>More than a year after its introduction, the <a href="http://www.sc2blog.com/2007/09/07/new-starcraft-2-protoss-unit-page-the-mothership/">Mothership</a> persists in posing a challenge for Blizzard&#8217;s developers. As Dustin Browder <a href="http://www.sc2blog.com/2008/07/07/starcraft-2-lead-designer-interview/">mentioned in a recent interview</a>, the Mothership is still a unit with no distinct role on the battlefield. Neither overpowered nor blatantly weak in its current form, the Motership&#8217;s flaws are not that obvious. Unfortunately, Blizzard&#8217;s designers simply don&#8217;t receive enough feedback from testers to ameliorate them.</p>
<blockquote><p><span style="color: #00ccff;">&#8230; once in a while it happens and then we’ll get some data but it just makes it a lot more complicated</span>.</p></blockquote>
<p>While the majority of the community isn&#8217;t able to provide feedback regarding the current build, additional pointers from StarCraft fans just might save the Motership from ending up as a <strong><span style="color: #ff6600;">glorified arbiter</span>.</strong> Up until now, gameplay reports by fans <a href="http://www.sc2blog.com/2008/07/04/worldwide-invitational-2008-aftermath/">haven&#8217;t been positive</a> either, and it appears that even <a href="http://www.sc2blog.com/2007/09/06/starcraft-2-official-monthly-discussion-topic-the-mothership/">a month of discussion </a>wasn&#8217;t enough.</p>
<blockquote><p>Concerning the Mothership, <strong>it’s pretty much useless</strong>. It comes with all its abilities fully upgraded, but since you build it from the Nexus, you’d have to go all the way across the map to get into your enemy base.</p></blockquote>
<div style="TEXT-ALIGN: center"><embed align="center" type="application/x-shockwave-flash" src="http://www.starcraft2.com/flash/global/movieplayer_protoss_mothership3.swf" width="333" height="247" play="true" loop="true" quality="high" AllowScriptAccess="never" /></div>
<p><br/></p>
<p>The SC2Blog will be conducting a poll, designed to let the community voice its opinion on what it considers to be the role best suited for a MOTHERSHIP &#8211; one that&#8217;s positioned at the top of the Protoss tech tree.
<p>Here are the options. Choose wisely.</p>
<ol>
<li><strong>Straightforward Capital Ship</strong>. Massive shields and armor, high-damage output and a few combat abilities. A supreme offensive tool.</li>
<li><strong>Disruption and Damage</strong>. An offensive support tool, with significant AoE damage and punishing abilities like the Black Hole and the Planet Cracker.</li>
<li><strong>Mega-Battery</strong>. The ultimate mobile support unit, feeding mana and shield energy to the army. Can absorb a lot of damage, regenerates quickly.</li>
<li><strong>Air Domination Station</strong>. A flying AA fortress of damage and disruption. Anti-air AoE damage, Force Field and Lockdown type of spells, a disease-like aura that causes AA damage.</li>
<li><strong>Support Fortress</strong>. A flying castle with an array of battle control and support spells that can protect/recharge/hide friendly units. Also possesses abilities to disable/slow/lock down enemy units.</li>
<li><strong>Super Troop Carrier</strong>. Highly armored and with multiple defensive abilities and teleportation. Able to transport entire fleets and armies across the battlefield.</li>
<li><strong>Flying Factory</strong>. The Mothership can build ANY Protoss unit and warp it to the location it’s at. “Production” costs 110%.</li>
<li><strong>Base Breaker</strong>. Focused on abilities which cause significant damage to buildings, locking down production, disabling defenses and paving the way for attackers.</li>
<li><strong>Annihilator</strong>. The Mothership has a 5 minute “recharge” timer. Acting as a superweapon, the Mothership is equivalent to a Nuke in terms of damage output. Once charged and removed from its dock, the Motership’s “Unleash” ability becomes available.  An “unleashed” Mothership delivers massive damage to air and land units around it for 15 seconds.</li>
<li><strong>Power Plant</strong>. The Mothership has a wide radius aura, which: powers buildings, accelerates production by 15%, adds 40 energy points to all shields, doubles regeneration rate, and stops all enemy regeneration and healing abilities.  </li>
</ol>
<p>Cast your vote in the poll to the right, and leave any additional feedback down in the comments, especially if you voted for the &#8220;Other&#8221; option.</p>
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F07%2F19%2Fmotherpoll%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/07/19/motherpoll/feed/</wfw:commentRss>
		<slash:comments>67</slash:comments>
		</item>
		<item>
		<title>Q&amp;A 40.5: Robust Hydralisks, Friendly Jackals, Zerg Air Power</title>
		<link>http://www.sc2blog.com/2008/06/22/qa-405-robust-hydralisks-friendly-jackals-zerg-air-power/</link>
		<comments>http://www.sc2blog.com/2008/06/22/qa-405-robust-hydralisks-friendly-jackals-zerg-air-power/#comments</comments>
		<pubDate>Sun, 22 Jun 2008 21:02:23 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1030</guid>
		<description><![CDATA[StarCraft: Legacy has conducted an exclusive Q&#38;A session with Karune, Blizzard&#8217;s RTS community manager. Eight of their questions were answered thoroughly, providing a lot of new information. 1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no [...]]]></description>
			<content:encoded><![CDATA[<p>StarCraft: Legacy has conducted an <a href="http://www.sclegacy.com/content/interviews-6/starcraft-legacy-starcraft-ii-exclusive-qa-with-karune-78/" target="_blank">exclusive Q&amp;A session with Karune</a>, Blizzard&#8217;s RTS community manager. Eight of their questions were answered thoroughly, providing a lot of new information.</p>
<blockquote><p><strong>1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no special abilities. Compared to the Roach, the Hydralisk appears inferior in every way, with it&#8217;s only saving grace being GTA capability. However, because the Mutalisk is in the same tier, only slightly more expensive, and it can fly, the Hydralisk appears to be almost useless for such an iconic unit.</strong></p>
<p><strong></strong></p>
<p> </p>
<p><span style="color: #00ccff;">Actually, the Hydralisk has since been boosted up quite a bit in terms of damage. They currently have 80 hit points and have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. The Hydralisk also has a range of 6 and moves at a ‘fast’ speed, with no need to upgrade with the speed bonus anymore. Roaches on the other hand, only have an attack of 10, half the Hydralisk’s range, and is slower to move as well. The new damage the Hydralisk is able to put out now makes it very dangerous, as Zerg players will be able to take out buildings with a pack of Hydras, with only a few volleys (same goes to Battlecruisers!). Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected. The new cost for Hydralisks are also 100 minerals and 100 gas.</span></p></blockquote>
<p>The Hydralisk of StarCraft 2, not unlike its old incarnation, is a well rounded, multi-purpose unit for the Zerg race. While its price has been increased, most noticeably on the Vespene Gas front (from 25 to 100), the Hydralisk now comes with both available StarCraft 1 upgrades pre-installed. As well, it has been given a damage boost &#8211; in damage points as well as in attack type: The StarCraft 1&#8242;s Hydralisk attack was &#8220;explosive&#8221;, which only dealt 50% of the damage to small units. With 13 damage per attack, the new Hydralisk will be able to take down his <strong>nemesis</strong>, the <strong><a href="http://www.sc2blog.com/2007/08/04/starcraft2com-terran-pages-added/" target="_blank">Marine</a></strong>, in just 4 hits.</p>
<p style="text-align: center;"><img class="size-full wp-image-1033" title="Hydralisk Swarm" src="http://www.sc2blog.com/wp-content/uploads/2008/06/hydraswarm.jpg" alt="Hydralisk Swarm" width="500" height="336" /></p>
<blockquote><p><strong>2) How does Anti-Gravity work on Zerg buildings since they&#8217;re organs intrinsically a part of the creep? They are essentially part of the creep. Do they lose health? Also, how does it affect burrowed units? Will they go back to being burrowed or not?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><span style="color: #00ccff;">Zerg buildings will not take damage when they are lifted. Burrowed units lifted will become burrowed again when the ability finishes.</span></p></blockquote>
<p>Karune reveals a new way to detect burrowed units &#8211; <strong>Anti-Grav</strong>! The <strong>Nullifier</strong> will be able to &#8220;explore&#8221; important locations and reveal hidden underground Zerg units for the cost of some energy.</p>
<blockquote><p><strong>3) With the Thor back to having both anti-air and anti-ground attacks, will he be capable of discharging both weapons simultaneously at a Colossus? Or will only the stronger attack affect it? If it is only the stronger attack, is that dynamically chosen by the game?<br />
</strong><br />
<span style="color: #00ccff;">Any unit with both ground and air attacks will attack the Colossus with the stronger of the two attacks, but not with both.</span></p></blockquote>
<blockquote><p><strong>4) With the Medivac being a late-game tech, are Terran infantry impaired against the other two races in early to mid-game?</strong></p>
<p><strong></strong></p>
<p> <br />
<span style="color: #00ccff;">No, Terran is actually quite strong early game for a few different reasons. One, their tier 1 unit is ranged and is thus <strong>excellent at defending cliffs without being able to be countered without sight</strong>. Two, the new supply depots are excellent at building the perfect barricade in early game. Three, Marauders are very tough and are excellent at winning heavy micromanaged battles, preventing units from reaching your Marines.</span></p></blockquote>
<blockquote><p><strong>5) Does the Ghost&#8217;s EMP Grenade ability function any differently from the Science Vessel&#8217;s EMP ability from StarCraft Vanilla?</strong></p>
<p><strong></strong><br />
<span style="color: #00ccff;">Nope, the EMP currently works the same as the EMP from the original StarCraft.</span></p>
<p>  </p>
<p><strong>6) What special abilities, in the current build, can be cast from inside a bunker? Can a nuke be called down?</strong></p>
<p><strong></strong><br />
<span style="color: #00ccff;">In a bunker, units will be able to use Stim Pack, call down Nukes, Sniper, and use EMP.</span></p></blockquote>
<p>The news about the Ghost being able to call down nukes from within the safety of bunkers <a href="http://www.sc2blog.com/2008/02/26/qa-31-jackal-revealed-nuclear-bunkers-dancing-mechanics/" target="_blank">has been discussed before</a>. This is a concern for the enemies of the Terran, since it&#8217;s going to be impossible to figure out which Bunker actually holds the attacking Ghost, before even mentioning the unbalanced nature of the Bunker&#8217;s protection. Since the Ghost has to be killed for the Nuke to be disabled, this is a big issue. here&#8217;s what Karune said about the subject <a href="http://www.sc2blog.com/2008/02/26/qa-31-jackal-revealed-nuclear-bunkers-dancing-mechanics/" target="_blank">last time</a>:</p>
<blockquote><p><span style="color: #00ccff;">Honestly, this is completely up to balance, and of course if it proves too difficult to prevent or avoid, I’m pretty sure it will be changed</span>.</p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-1031" title="Nuclear Bunker" src="http://www.sc2blog.com/wp-content/uploads/2008/06/nukelaunch.jpg" alt="Nuclear Bunker" width="176" height="386" /></p>
<blockquote><p><strong>7) Does the Jackal&#8217;s attack damage friendly units and/or have AoE capabilities?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><span style="color: #00ccff;">The Jackal’s attack will <strong>only damage enemy units</strong> in its area of effect. Technically, it will target a set unit and all units in that line of fire will take damage.</span></p></blockquote>
<p>This is where being able to target the ground would come in useful. Since the Jackal has to target a specific unit which will determine the path of the linear Area of Effect weapon, it is limited in its ability to optimally utilize its fiery attack. Smart enemies of the Terran will quickly put distance between the units coming under attack and their friendly forces or just spread their units in advance.</p>
<blockquote><p><strong>8 ) The Zerg do not seem to have equal air power compared to the other two races. The Protoss have Carriers and Warp Rays; the Terrans have BCs. While the Mutalisk makes a great harassment unit, they simply cannot stand up to significant firepower. Corruptors and Swarm Guardians are strong in their respective fields, but they lack a single unit that can attack both air and ground well. This suggests that air units will be limited to defense and support for a primarily ground based army. The other two races seem more able to have a well-rounded primarily air-based army. Is this the case, and if so, will anything be done to give the Zerg stronger air options?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><span style="color: #00ccff;">Zerg currently has the most powerful anti air unit in terms of damage per second, which is the Hydralisk. Furthermore, while the Mutalisks are not the stronger aerial fighter, they do have flexibility, being able to morph into Swarm Guardians for that additional ground damage and range when needed. Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor. While we have experimented with other types of Zerg air units, there are no plans to introduce any of them to the multiplayer version of the game.</span></p></blockquote>
<p>Karune makes a good argument in favor of the Zerg, and lends strength to our assertion that the Hydralisk is a robust unit. The Zerg of StarCraft 1 do not have a capital ship, like the <a href="http://www.sc2blog.com/2007/09/28/new-starcraft-2-terran-unit-page-the-battlecruiser/" target="_blank">Battlecrusier</a> or the <a href="http://www.sc2blog.com/wp-admin/post.php?action=edit&amp;post=494" target="_blank">Carrier</a>, but that&#8217;s part of the charm of the game &#8211; every race has obvious disadvantages in some areas, but balance is still maintained between the three of them. It&#8217;s only natural for the Zerg of StarCraft 2 to rely on mass numbers, overwhelming their enemies with sheer force, without relying on any capital-class fliers.</p>
<p style="text-align: center;"><img class="size-full wp-image-1032" title="An angry Hydralisk" src="http://www.sc2blog.com/wp-content/uploads/2008/06/hydralisk.jpg" alt="An angry Hydralisk" width="500" height="212" /></p>
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F06%2F22%2Fqa-405-robust-hydralisks-friendly-jackals-zerg-air-power%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/06/22/qa-405-robust-hydralisks-friendly-jackals-zerg-air-power/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>New StarCraft 2 Zerg Unit Page: The Baneling</title>
		<link>http://www.sc2blog.com/2008/05/25/new-starcraft-2-zerg-unit-page-the-baneling/</link>
		<comments>http://www.sc2blog.com/2008/05/25/new-starcraft-2-zerg-unit-page-the-baneling/#comments</comments>
		<pubDate>Sun, 25 May 2008 22:01:27 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=974</guid>
		<description><![CDATA[The Zerg&#8217;s unit database has been increased by 50% today, with the official introduction of the Baneling. The Baneling has received a lot of scrutiny lately, coupled with many changes to its look and attributes, and has now matured enough to warrant a page on StarCraft2.com. BANELING Type: Sapper Core Genus: Zergling Primary Attack: Volatile [...]]]></description>
			<content:encoded><![CDATA[<p>The Zerg&#8217;s unit database has been increased by 50% today, with the official introduction of the <strong>Baneling</strong>. The Baneling has <a href="http://www.sc2blog.com/2008/04/12/starcraft-2-april-discussion-topic-the-baneling/">received a lot of scrutiny lately</a>, coupled with many changes to its look and <a href="http://www.sc2blog.com/2008/05/09/qa-37-nomad-mines-reaper-explosives-flying-banelings/">attributes</a>, and has now matured enough to warrant a <a href="http://www.starcraft2.com/features/zerg/baneling.xml" target="_blank">page on StarCraft2.com</a>.</p>
<p><strong>BANELING</strong></p>
<div class="attributes"><strong>Type:</strong> Sapper<br />
<strong>Core Genus:</strong> Zergling<br />
<strong>Primary Attack:</strong> Volatile Burst</div>
<div class="attributes" style="text-align: center;"><span style="color: #000000;">n</span></div>
<p>The Baneling is a newly introduced unit in StarCraft 2. Like the previous two officially revealed units, the Baneling has also made an appearance very early on in StarCraft 2&#8242;s development &#8211; way back in the original announcement video.</p>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss87-hires.jpg" target="_blank"><img class="aligncenter size-full wp-image-975" title="Thumb 1" src="http://www.sc2blog.com/wp-content/uploads/2008/05/baneling-thumb1.jpg" alt="Thumb 1" width="433" height="192" /></a></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em>* <a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss87-hires.jpg" target="_blank">Click for Big</a></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<blockquote>
<div class="attributes" style="text-align: left;">The baneling is a creature so bloated with fluid-filled sacs that it can barely walk; instead, it moves itself by tucking into a tight ball and rolling. However, this ungainly appearance belies the fact that the baneling is an extremely dangerous organism, one of several new zerg specialists recently seen on the battlefield. When a baneling gets close enough to an enemy, the creature triggers a reaction within its volatile chemical payload that causes it to explode with devastating force and shower the immediate surroundings with searing acid. The baneling is destroyed in the explosion, which is very likely to inflict a huge amount of damage.</div>
</blockquote>
<div class="attributes" style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss86-hires.jpg" target="_blank"><img class="aligncenter size-full wp-image-977" title="Thumb 2" src="http://www.sc2blog.com/wp-content/uploads/2008/05/baneling-thumb2.jpg" alt="Thumb 2" width="433" height="192" /></a></div>
<div class="attributes" style="text-align: center;"><em></em></p>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<p><em>* <a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss86-hires.jpg" target="_blank">Click for Big</a></em></p>
</div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<p>The Baneling is devastating against infantry, vehicles, and even buildings &#8211; making it possible to destroy entire outposts with a large enough group of them. With its 40 points of damage, inflicted over a relatively large splash radius, the Baneling is especially potent against small melee attackers such as the Zealot and Zergling. However, since it also receives a bonus of 150 damage against buildings, a small group will also easily destroy key defenses and even major strategic structures.</p>
<div class="attributes" style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss84-hires.jpg" target="_blank"><img class="aligncenter size-full wp-image-976" title="Thumb 3" src="http://www.sc2blog.com/wp-content/uploads/2008/05/baneling-thumb3.jpg" alt="Thumb 3" width="433" height="192" /></a></div>
<div class="attributes" style="text-align: center;"><em> </em></p>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<div class="attributes" style="text-align: center;"><em><em></em></em></div>
<p><em>* <a href="http://www.sc2blog.com/wp-content/uploads/2008/05/ss84-hires.jpg" target="_blank">Click for Big</a></em></p>
</div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<div class="attributes" style="text-align: center;"><em></em></div>
<blockquote>
<div class="attributes" style="text-align: left;">At first the baneling was identified as an unstable zerg mutation of an unspecified genus. Subsequent observations have revealed it to be <strong>a morph of the zergling</strong>, the most numerous zerg subtype. Zerglings have been seen entering a brief chrysalis phase before emerging in their new form. This alarming development has demonstrated the advanced ability of the zerg queens to manipulate their offspring. Although the baneling is chemically volatile and unstable enough to explode at any time, the queens have engineered a morph that can contain its energies until just the right moment. <strong>By creating the baneling out of the most basic of zerg fighters, the queens have also ensured that an inexhaustible supply of raw materials is available for the task.</strong></div>
</blockquote>
<p>The Banelings, a relatively low tier unit that evolves from the Zergling, will not be hard to produce early in the game &#8211; and in massive amounts, depending on its final cost. However, since the Baneling is a one-time-use kamikaze unit, there&#8217;s no doubt that effective use of them will require some thinking. Choosing targets unwisely will quickly drain resources and leave the Zerg player at a greatly disadvantaged position<br />
Proper use will require measuring the potential damage to an enemy directly against the initial investment &#8211; and deciding whether it&#8217;s worth sacrificing Banelings for.</p>
<div class="attributes" style="text-align: center;"><img class="aligncenter size-full wp-image-978" title="Baneling concept art" src="http://www.sc2blog.com/wp-content/uploads/2008/05/baneconcept.jpg" alt="Baneling concept art" width="500" height="442" /></div>
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F05%2F25%2Fnew-starcraft-2-zerg-unit-page-the-baneling%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/05/25/new-starcraft-2-zerg-unit-page-the-baneling/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Zerg Swarm Guardian and New Terran Nomad Screenshots</title>
		<link>http://www.sc2blog.com/2008/05/19/zerg-swarm-guardian-and-new-terran-nomad-screenshots/</link>
		<comments>http://www.sc2blog.com/2008/05/19/zerg-swarm-guardian-and-new-terran-nomad-screenshots/#comments</comments>
		<pubDate>Mon, 19 May 2008 21:43:56 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>
		<category><![CDATA[Unofficial]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=962</guid>
		<description><![CDATA[Coming in a bit late, today we&#8217;re reporting that StarCraft 2 Forum has gotten their hands on two in game screenshots with what looks to be the new Zerg Swarm Guardian unit. In the first picture, the Swarm Guardian can relatively clearly be seen in the top right corner. Another unidentified unit is found in [...]]]></description>
			<content:encoded><![CDATA[<p>Coming in a bit late, today we&#8217;re reporting that <a href="http://www.starcraft2forum.org/index.php?categoryid=9&amp;p2_articleid=46" target="_blank">StarCraft 2 Forum</a> has gotten their hands on two in game screenshots with what looks to be the new <strong><a href="http://www.sc2blog.com/2008/03/11/blizzards-rush-36-hours-of-zerg/" target="_blank">Zerg Swarm Guardian</a> </strong>unit.</p>
<p>In the first picture, the Swarm Guardian can relatively clearly be seen in the top right corner. Another unidentified unit is found in the lower left corner &#8211; possibly, this is the <strong><a href="http://www.sc2blog.com/2008/03/16/starcraft-2-korean-and-chinese-build-summary/" target="_blank">new design</a> for the Nomad</strong>.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-969" title="Swarm Guardian and a new Nomad" src="http://www.sc2blog.com/wp-content/uploads/2008/05/swarm-guardian-11.jpg" alt="" width="374" height="311" /></p>
<p style="text-align: center;">
<p style="text-align: left;">The second picture shows a more blurry Swarm Guardian.  The StarCraft 1 Guardian icon is visible in the GUI, confirming that this is indeed the StarCraft 2 version.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-960" title="swarm-guardian-2" src="http://www.sc2blog.com/wp-content/uploads/2008/05/swarm-guardian-2.jpg" alt="" width="374" height="311" /></p>
<p style="text-align: left;">These screenshots appear to be legitimate, though we have not been able to track the source.</p>
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F05%2F19%2Fzerg-swarm-guardian-and-new-terran-nomad-screenshots%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/05/19/zerg-swarm-guardian-and-new-terran-nomad-screenshots/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>StarCraft 2 Q&amp;A 38: Offensive Creeping, Surviving Psi-Storms</title>
		<link>http://www.sc2blog.com/2008/05/16/starcraft-2-qa-38-offensive-creeping-surviving-psi-storms/</link>
		<comments>http://www.sc2blog.com/2008/05/16/starcraft-2-qa-38-offensive-creeping-surviving-psi-storms/#comments</comments>
		<pubDate>Fri, 16 May 2008 15:59:11 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=968</guid>
		<description><![CDATA[Today&#8217;s Q&#38;A, posted by Karune, Blizzard&#8217;s RTS community manager, contains a whopping nine questions. No other special sections are included, however &#8211; not even the usual Chat with Devs. The wealth of answers, which Karune continues to supply throughout the thread, makes up for it. 1. If the Roach is hit by any spell like [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.battle.net/forums/thread.aspx?FN=sc2-general&amp;T=1115114&amp;P=1" target="_blank">Today&#8217;s Q&amp;A</a>, posted by Karune, Blizzard&#8217;s RTS community manager, contains a whopping nine questions. No other special sections are included, however &#8211; not even the usual Chat with Devs. The wealth of answers, which Karune continues to supply throughout the thread, makes up for it.</p>
<blockquote><p><strong>1. If the Roach is hit by any spell like &#8220;plague&#8221; or &#8220;psi storm,&#8221; something that reduces hit points per second, will this be negated by its HP regeneration, or result in fewer hit points gained per second for the duration of the spell?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p style="text-align: center;">
<p style="text-align: center;">
<p style="text-align: center;"><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">To clarify, a Roach regenerates at a set rate and Psi Storm does a set amount of damage at intervals in the area of effect. <strong>Put that Roach under a Psi Storm in the current build for the full duration and the Roach will have approximately 50% of its original health after the Psi Storm is over.</strong> With a <strong>new upgrade ability</strong> at the Hive which allows the Roach to have an <strong>even more increased regeneration rate</strong>, the Roach will emerge from a full duration of Psi Storm at <strong>approximately 80% of its original health</strong>.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-965" title="Psi Storms" src="http://www.sc2blog.com/wp-content/uploads/2008/05/psistorms.jpg" alt="Psi Storms tearing it up" width="500" height="331" /></p>
<p>Karune adds this later in the thread:</p>
<blockquote><p><span style="color: #00ccff;">Psi Storm hits both ground and air. Also, I wanted to add to question 1 that Roaches seem very strong with their regeneration, but with even a little bit of micro management, they are pretty easy to kill. In theory crafting, they seem much stronger than they actually are, though you must counter them with either very specific units of spend additional micromanagement time on them. Siege Tanks, Stim Packed Marines, Stalkers, Immortals, Dark Templars, Hydras, and any air to ground unit, are all effective at killing Roaches with a little micromanagement.</span></p></blockquote>
<p>Here&#8217;s what we know about Roach so far:</p>
<ul>
<li>Has 90 hitpoints</li>
<li>Regenerate 15 hitpoints per second, allowing it to return to full health in 6 seconds</li>
<li>Is useful against units with slow attacks that don&#8217;t deal a lot of damage with a single hit</li>
<li>Can survive the full brunt of a Psi-Storm and quickly shrugs off the effect of Plague</li>
<li>Has an upgrade that dramatically increases regenerated hitpoints per second</li>
<li>Started as a melee attacker, but currently has an anti-ground ranged attack</li>
</ul>
<p>The Roach, in accordance with its name, is a <strong>pest that&#8217;s hard to kill</strong>. While it will likely not pose a huge threat &#8211; its ranged attack will not be very powerful &#8211; it will require special effort to be rid of.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-964" title="Roaches" src="http://www.sc2blog.com/wp-content/uploads/2008/05/roaches2.jpg" alt="Roaches on the loose" width="377" height="196" /></p>
<blockquote><p><strong>2. Will Starcraft 2&#8242;s heroes showcase new models for each hero, or will SCII follow in SC:BW&#8217;s footsteps, leaving heros as normal units with improved stats?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">StarCraft II Heroes will have unique models in game, which will be different than standard units.</span></p></blockquote>
<p>Since Blizzard knows how hated multiplayer heroes are by some StarCraft fans, Karune quickly adds this bit:</p>
<blockquote><p><span style="color: #00ccff;">As additional clarification to question 2, StarCraft II Heroes will only be available in the Single Player Campaign and in user created maps. They will not be available in the default multiplayer version of the game.</span></p></blockquote>
<blockquote><p><strong>3. Will the ranking/experience system that Terran units used to have be available in the Map Editor as on option in Starcraft 2?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">We will try to have this feature in.</span></p></blockquote>
<blockquote><p><strong>4. Will it be possible to change (cancel, tie up, etc.) alliance during multiplayer game?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">Yes, players will be able to have all the original diplomacy features as the original StarCraft and possibly a few extras in regards to controlling units and spending ally resources.</span></p></blockquote>
<p>In reply to a concern about back stabbing in ladder games, Karune clarifies:</p>
<blockquote><p><span style="color: #00ccff;">Teams will be locked in ladder games.</span></p></blockquote>
<blockquote><p><strong>5. Will StarCraft 2 feature new map tile sets and will any from StarCraft be removed?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set.</span></p></blockquote>
<blockquote><p><strong>6. What creature did the Zergling gain the inspiration to evolve into a Baneling from?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">The idea of the Baneling didnt actually come from a certain creature. In actuality, <strong>it started from the need of something to fill the role of a ground-based, area-of-effect, suicide unit</strong>. To give added versatility to the Zergling, they had the Baneling evolve from the Zergling at tier 1 in current builds. For a suicide unit, the art team then took that idea and created a creature with huge sacs of volatile liquids, which you can see on the Banelings in StarCraft II screenshots.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-966" title="Banesplosion" src="http://www.sc2blog.com/wp-content/uploads/2008/05/banelingexploding.jpg" alt="Banesplosion" width="500" height="288" /></p>
<blockquote><p><strong>7. Can you provide more details on the Reaper&#8217;s mine ability? How much damage does it do? Is it effective vs. both units and buildings? Is it detectable without stealth detection? What&#8217;s the cooldown on it?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">The Reapers mines currently do 30 damage plus 30 additional damage to armored units (including buildings). These mines are not stealthed, have a 30 second cooldown period between uses, and are definitely small enough to make focus firing on them very difficult. In the current build, an upgrade is needed to allow the use of mines by Reapers.</span></p></blockquote>
<p>Reaper Mine questions have been <a href="http://www.sc2blog.com/2008/05/09/qa-37-nomad-mines-reaper-explosives-flying-banelings/" target="_blank">abundant recently</a>. Here&#8217;s the lowdown:</p>
<ul>
<li>Unlimited in use</li>
<li>Do not require mana, instead relying on a 30 second cooldown</li>
<li>Deal splash damage</li>
<li>Can harm friendly units and buildings</li>
<li>Inflict 30 base damage + 30 to armored units and buildings</li>
<li>Are visible, but small and hard to target quickly</li>
<li>Have little hitpoints and can quickly be destroyed</li>
<li>Can be hidden by troops that move over them, allowing for stealth mine assaults</li>
<li>Require an upgrade to be used</li>
</ul>
<p>The Reapers and their mines have the potential to become <strong>StarCraft 2&#8242;s most destructive economy raiders</strong>, able to destroy an entire peon line in seconds &#8211; while taking very few losses themselves, running away quickly and gathering up for a new attack.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-967" title="Reapers: Destroying economies since 2008" src="http://www.sc2blog.com/wp-content/uploads/2008/05/reapers1.jpg" alt="Reapers: Destroying economies since 2008" width="500" height="347" /></p>
<blockquote><p><strong>8. Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep?</strong></p>
<p><strong></strong></p>
<p> </p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">Yes, they are able to move and plant themselves outside of the creeps boundary. Keep in mind that all Zerg buildings not in the boundaries of creep will slowly degenerate and eventually die. Creep which moves into an enemy base will also damage enemy buildings at a slow rate as well, allowing for new types ofcreep pushing strategies in StarCraft II.</span></p></blockquote>
<p>Like the <a href="http://www.sc2blog.com/2008/04/16/qa-35-walking-colonies-flying-worms-batterships/" target="_blank">now immobile Phase Cannon</a> used to work, the Zerg Defenses can uproot and move &#8211; and not only on Creep, but outside of it as well. Unlike the old Cannons, they can even plant themselves outside of the Creep and still function, although only for a finite amount of time, as they’ll slowly degenerate and die.</p>
<p>Another major change involves the new <strong>offensive capabilities of Creep, which will now slowly damage enemy buildings it engulfs.</strong><strong></strong></p>
<p>Fortunately for the enemies of the Zerg, the re-planted Colonies will not spread creep themselves, although the Zerg of StarCraft 2 have plenty of other ways to spread their gooey, organic influence:</p>
<blockquote><p><span style="color: #00ccff;">Sunkens and Spore Colonies will not expand the creep. Zerg players will be able to use both Overseers with their new special ability and Creep Tumors, which will expand Zerg creep significantly.</span></p>
<p><span style="color: #00ccff;">Terran and Protoss buildings will not be able to be built on Zerg Creep. Existing buildings will be able to be surrounded by Creep though.</span></p></blockquote>
<p>A courageous Zerg player will also be able to keep his colonies alive by using the <a href="http://www.sc2blog.com/2008/03/11/blizzards-rush-36-hours-of-zerg/" target="_blank">Queen&#8217;s ability to regenerate building health</a>, allowing for interesting off-Creep <a href="http://www.sc2blog.com/2008/03/25/karunology-unique-units-offensive-queen-bigger-banelings/" target="_blank">offensive towering tactics</a>.</p>
<blockquote><p><strong>9. Will the Map Editor support letters from non-English alphabets (ó, Å±, Å‘, ú, á, é, etc.)?</strong></p>
<p><strong></strong></p>
<p><strong></strong></p>
<p><span style="color: #00ccff;">Yes, these characters will be supported.</span></p></blockquote>
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F05%2F16%2Fstarcraft-2-qa-38-offensive-creeping-surviving-psi-storms%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/05/16/starcraft-2-qa-38-offensive-creeping-surviving-psi-storms/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>StarCraft 2 April Discussion Topic: The Baneling</title>
		<link>http://www.sc2blog.com/2008/04/12/starcraft-2-april-discussion-topic-the-baneling/</link>
		<comments>http://www.sc2blog.com/2008/04/12/starcraft-2-april-discussion-topic-the-baneling/#comments</comments>
		<pubDate>Sat, 12 Apr 2008 21:38:46 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[FeedBack]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/2008/04/12/starcraft-2-april-discussion-topic-the-baneling/</guid>
		<description><![CDATA[It&#8217;s time for a new monthly discussion topic, created by Blizzard for the purpose of gathering fan feedback. This month&#8217;s topic is the Baneling, a Zerg unit that&#8217;s been revealed way back, during the initial StarCraft 2 announcement in Korea. The Baneling has changed since, but Blizzard is still unsure about its role on the [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time for a new monthly discussion topic, <a href="http://www.battle.net/forums/thread.aspx?FN=sc2-general-eu&amp;T=463&amp;P=1" target="_blank">created by Blizzard</a> for the purpose of gathering fan feedback. This month&#8217;s topic is the <font color="#ff6600"><strong>Baneling</strong></font>, a Zerg unit that&#8217;s been revealed way back, during the initial StarCraft 2 announcement in Korea. The Baneling has changed since, but Blizzard is still unsure about its role on the battlefield and requires your opinions.</p>
<p style="text-align: center"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/banelingexploding.JPG" alt="banelingexploding.JPG" height="356" width="620" /></p>
<p>Here&#8217;s a list of the changes the Baneling has gone through recently:</p>
<blockquote><p><font color="#00ccff">Now</font></p>
<p align="center">&nbsp;</p>
<p align="center"><font color="#00ccff"> </font></p>
<p><font color="#00ccff"><strong>190 damage per Baneling (40+150 to building)<br />
Increased splash range (100% damage taken throughout range)<br />
Can be well positioned to hit multiple buildings<br />
Larger &amp; Movement Speed Slower (possible to defend with focus fire)<br />
Counters Zealots, Zerglings, base Marines (not upgraded) -More Narrow window of use</strong></font></p>
<p align="center">&nbsp;</p>
<p><font color="#00ccff">Before</font></p>
<p align="center">&nbsp;</p>
<p align="center"><font color="#00ccff"> </font></p>
<p><font color="#00ccff"><strong>Fast and small- Unable to defend against (focus fire)<br />
Countered virtually all ground units</strong> </font></p></blockquote>
<p>The Baneling has transformed into the Zerg&#8217;s anti unit-spam measure. Able to take on and harm multiple small enemies, it has <strong>enough direct impact damage and splash to take out multiple Marines and Zerglings in a single hit. </strong>Not only that, it is extremely dangerous to buildings, especially if they&#8217;re clumped up. Suicide runs, aimed at critical buildings or concentrations of defensive structures, will likely be very common &#8211; and with the incredible amount of damage each Baneling can inflict, very few of them will actually have to connect with their target. A Phase Cannon, for example, will only survive a single Baneling explosion; the second one will destroy it.</p>
<p style="text-align: center"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/banelings.JPG" alt="banelings.JPG" /></p>
<p>However, since the Banelings are now slower and bigger, players who have their hand on the pulse and can micromanage their forces well enough will be able to take the Banelings down before suffering the explosive consequences. There&#8217;s one important thing we don&#8217;t know about the Banelings, though, that will ultimately decide how often it is used: how much does it cost?</p>
<p>Blizzard has a few specific questions about the Baneling:</p>
<blockquote><p>Questions for fans:</p>
<p align="center">&nbsp;</p>
<p><font color="#00ccff"><strong>* How do you like the new Baneling?</strong></font></p>
<p align="center">&nbsp;</p>
<p><font color="#00ccff"><strong>* What possibilites do you see for using the Baneling, what strategies could be viable with the Baneling against the different races?</strong></font></p>
<p align="center">&nbsp;</p>
<p><font color="#00ccff"><strong>* What are the pros/cons for this new Baneling?</strong></font></p>
<p align="center">&nbsp;</p>
<p><font color="#00ccff"><strong>* Additional feedback you might have</strong></font></p></blockquote>
<p>Additionally, the SC2 Blog’s questions are:</p>
<blockquote><p><font color="#ff6600">1) How much should the Baneling cost? Remember, it&#8217;s an evolution of the Zergling which already costs 25 minerals.</font></p>
<p align="center">&nbsp;</p>
<p><font color="#ff6600">2) Should the Baneling be able to mutate back into its original form?</font></p>
<p align="center">&nbsp;</p>
<p><font color="#ff6600">3) How many Banelings should fit inside a single Nydus Worm?</font></p></blockquote>
<p>Please structure feedback as follows:</p>
<blockquote><p>&lt;question you&#8217;d like to answer&gt;</p>
<p align="center">&nbsp;</p>
<p>&lt;your answer&gt;</p>
<p align="center">&nbsp;</p>
<p>&lt;question you&#8217;d like to answer&gt;</p>
<p align="center">&nbsp;</p>
<p>&lt;your answer&gt;</p></blockquote>
<p>The Baneling joins two others units, the <a href="http://www.sc2blog.com/2007/11/09/starcraft-2-november-discussion-topic-the-new-terran-ghost/" target="_blank">Ghost</a> and <a href="http://www.sc2blog.com/2007/09/06/starcraft-2-official-monthly-discussion-topic-the-mothership" target="_blank">Mothership</a>, in receiving its own dedicated monthly topic. Both units have received major changes since &#8211; and the Baneling will too, depending on your feedback!
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F04%2F12%2Fstarcraft-2-april-discussion-topic-the-baneling%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/04/12/starcraft-2-april-discussion-topic-the-baneling/feed/</wfw:commentRss>
		<slash:comments>53</slash:comments>
		</item>
		<item>
		<title>April Fools&#8217; Tauren Marine; 10 Year StarCraft Interview</title>
		<link>http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/</link>
		<comments>http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/#comments</comments>
		<pubDate>Thu, 03 Apr 2008 17:20:27 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/</guid>
		<description><![CDATA[This year&#8217;s Blizzard&#8217;s April Fools&#8217; stunt introduces a new unit that&#8217;s going to leave a heavy hoofprint on the StarCraft universe: The Tauren Marine. This fictional-fictional unit was born in a crossover between the WarCraft and StarCraft universes, and the end result is a superunit of epic proportions. Tauren Marine Trains From: Mulgore Armament: 88mm [...]]]></description>
			<content:encoded><![CDATA[<p>This year&#8217;s Blizzard&#8217;s April Fools&#8217; stunt introduces a new unit that&#8217;s going to leave a heavy hoofprint on the StarCraft universe: <strong><a href="http://www.starcraft2.com/features/terran/taurenmarine.xml" target="_blank">The Tauren Marine</a></strong>. This fictional-fictional unit was born in a crossover between the WarCraft and StarCraft universes, and the end result is a superunit of epic proportions.</p>
<p><strong>Tauren Marine</strong></p>
<p style="text-align: center"><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss79-hires1.jpg" target="_blank"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/taurenmarine.JPG" alt="Tauren Marine" /></a></p>
<p class="attributes"><strong><str id="sc2.labels.features.trainsfrom">Trains From</str><str id="sc2.colon">:</str></strong> <str id="sc2.features.terran.units.taurenmarine.buildsfrom">Mulgore</str><br />
<strong><str id="sc2.labels.features.armament">Armament</str><str id="sc2.colon">:</str></strong> <str id="sc2.features.terran.units.taurenmarine.armament">88mm Impala Gauss Rifle</str><br />
<strong><str id="sc2.labels.features.role">Role</str><str id="sc2.colon">:</str></strong> <str id="sc2.features.terran.units.taurenmarine.role">Shock Troops</str></p>
<p class="attributes">&nbsp;</p>
<p class="attributes">The Tauren Marine is not much more than a <a href="http://www.sc2blog.com/2007/08/04/starcraft2com-terran-pages-added/" target="_blank">Marine</a> with extra damage, health, and a shield. Make sure to watch the video in the <a href="http://www.starcraft2.com/features/terran/taurenmarine.xml" target="_blank">Tauren Marine page</a> to see a small group of them going through a Terran base, obliterating it in a few seconds.</p>
<p class="attributes">&nbsp;</p>
<p style="text-align: center"><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss79-hires.jpg"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/taurenmarine-thumb2.jpg" alt="taurenmarine-thumb2.jpg" /></a></p>
<p style="text-align: center">* <em><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss79-hires.jpg" target="_blank">Click for Big</a> </em></p>
<blockquote>
<p class="attributes">The obscure planet of Azeroth was found to harbor a dizzying selection of humans, mutants, and aliens in a state of perpetual superstition and conflict. The most physically imposing of these warrior races were the so-called &#8216;tauren,&#8217; an anthropomorphic bovine genotype with super-human stamina, overpowered racial combat abilities, and bizarrely well-developed horticultural skills.</p>
</blockquote>
<p class="attributes">&nbsp;</p>
<p style="text-align: center"><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss77-hires.jpg" target="_blank"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/taurenmarine-thumb3.jpg" alt="taurenmarine-thumb3.jpg" /></a></p>
<p style="text-align: center">* <em><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss77-hires.jpg" target="_blank">Click for Big</a> </em></p>
<blockquote><p>While most tauren were satisfied with their agrarian culture and primitive existence, the Confederacy was able to lure away large numbers of young bulls for a life of adventure and violence along the galactic rim. Other tauren referred to these adventurers as &#8216;mad cows,&#8217; and they were ostracized from the rest of their kine. The newly created tauren marines didn&#8217;t care&#8211;they got neat-looking armor and big guns to own everyone else with. These beefy new soldiers are now an integral part of the Confederate military, and have managed to horn in on the roles traditionally filled by firebats and other infantry units.</p></blockquote>
<p style="text-align: center"><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss78-hires.jpg" target="_blank"><img src="http://www.sc2blog.com/wp-content/uploads/2008/04/taurenmarine-thumb4.jpg" alt="taurenmarine-thumb4.jpg" /></a></p>
<p style="text-align: center">* <em><a href="http://www.sc2blog.com/wp-content/uploads/2008/04/ss78-hires.jpg" target="_blank">Click for Big</a> </em></p>
<p align="left">We are very likely to encounter the Tauren Marine again in StarCraft 2 &#8211; even if not in the full game, Blizzard is undoubtedly going to include this abomination in the map editor.</p>
<p style="text-align: center">&nbsp;</p>
<p align="center"> <strong>***</strong></p>
<p style="text-align: center">&nbsp;</p>
<p>IGN has conducted an extensive interview with some of Blizzard&#8217;s main developers: Chris Sigaty, lead tester; Sam Didier, art director; and Frank Pearce, a Blizzard cofounder and now executive vice president of product development. They discuss the development process of the original StarCraft, how they perceived it back then, and how they felt when it started becoming popular. All in all, a very interesting read which provides an insight into the minds of the Blizzard developers. Here are a few highlights:</p>
<blockquote><p><strong>IGN: How did the idea for StarCraft first come about?</strong></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Sam Didier:</strong> <font color="#00ccff">Back in the day, after we did Warcraft, we were kind of thinking, &#8220;Well cool, should we do another one?&#8221; Everyone was kind of geeked-up about doing a science fiction one. We had entertained ideas&#8211;we were still kind of small back then&#8211;but we entertained ideas like, &#8220;Oh, maybe we could do something with the Star Wars guys?&#8221; And at the end of the day we kind of just thought, &#8220;You know what? We&#8217;d probably have more fun just doing something on our own.&#8221; We wouldn&#8217;t have to worry about the licensing guys saying, &#8220;No, you can have those guys shoot like that because they don&#8217;t shoot like that in the movies.&#8221; So we just kind of decided to screw that. Let&#8217;s do our own thing, then we could be or our own creative control.</font></p></blockquote>
<blockquote><p><strong>IGN: That&#8217;s kind of the story about <strong>StarCraft</strong>: It&#8217;s like the national game of Korea. Do you have theories about how that came about?</strong></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Chris Sigaty:</strong> <font color="#00ccff">There is a lot of theories about it, and the one that I hear that seems to make sense is: right place, right time. Korea being in a recession, the game being available for the public to play&#8211;being a great game and well balanced&#8211;and these game rooms popping up all across Seoul. And it sort of building up along with the economy at the time, and StarCraft just being that really well-balanced competitive game, the nature of the Korean community being competitive, all those actors combining into this weird, cool crazy phenomenon.</font></p></blockquote>
<p>Excellent responses to the next questions reveal the different qualities of StarCraft. It&#8217;s interesting to see what each developer has to say, answering from his perspective:</p>
<blockquote><p><strong>IGN: StarCraft has sold over 9.5 million copies worldwide. Everyone agrees it&#8217;s a great game. But there has to be a reason it caught on as it did, worldwide. Because many great games don&#8217;t sell anywhere as close to what StarCraft has done. Do you attribute to Battle.net? What do you think is the catalyst?</strong></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Frank Pearce:</strong> <font color="#00ccff">Definitely Battle.net is a factor. The personality that we inject into the experience through the sounds; the personality that we inject through the portraits. Because the units are only so high. Looking at it from the top-down perspective, the units have a distinct look, but they don&#8217;t have a lot of visual personality beyond their distinct look. But when you throw the portrait of the unit on the screen and you give it that voice, all of a sudden you&#8217;ve injected personality into this.</font></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Chris Sigaty:</strong> <font color="#00ccff">The thing that we&#8217;ve always done&#8211;not me personally, but the company&#8211;has ended up hitting on are these sort of common themes. Grabbing the right portions of these common themes so that it&#8217;s more accessible, so it&#8217;s the coolest aspects of those things. So the coolest parts of the Star Wars thing, and the coolest parts of the characters and the story, and they all end up adding to why those games, and why particularly Blizzard does well, or why StarCraft does well in a situation where another great game didn&#8217;t necessarily, maybe that accessibility? Not always necessarily due to the actual user interface or that sort of thing, but really the big themes that are there.</font></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Sam Didier:</strong> <font color="#00ccff">I kind of attribute the longevity of it, <strong>it all boils down for me to the gameplay</strong>. Because I look at the art now, and it&#8217;s horrible. [laughter]. It&#8217;s not the art that&#8217;s keeping the game going. But the gameplay is super fun, everyone loves to play it. It&#8217;s simple to play, but if you want to be a bad ass, it also has that component of the game. It&#8217;s sort of like chess. The art is nothing really great to look at; it works, but it&#8217;s still a fun game to play. You can play it against your friend; it doesn&#8217;t take four hours to play a game, you can play a couple of games at lunch, and you&#8217;re done. It has a good, timeless feel to it.</font></p></blockquote>
<p>What really happened to <strong>StarCraft: Ghost</strong>?</p>
<blockquote><p> <strong>IGN: Let&#8217;s talk about <strong>StarCraft</strong> Ghost. What was the thought about spinning StarCraft into an action game, and what happened to that project?</strong></p>
<p style="text-align: center">&nbsp;</p>
<p><strong>Frank Pearce:</strong> <font color="#00ccff">One of the challenges that we face here is that we never have a shortage of great ideas. The challenge we always face is that we only have so many resources available to us to actually implement those ideas. And so we have to be able to pick and choose which great ideas we&#8217;re able to execute on. And at the time, we just didn&#8217;t have the bandwidth for everything we were doing. When we were working on Ghost, we were working on StarCraft II, it just wasn&#8217;t publicly known that we were working on StarCraft II. And we also had World of Warcraft that we were supporting, and we had no idea when we launched World of Warcraft that we end up supporting a subscriber base of 10 million people, right? We anticipated in North America when we first launched WoW, that we were going to be supporting a subscriber base of 400,000 people, and we had 400,000 subscribers in the first month.</font></p>
<p style="text-align: center">&nbsp;</p>
<p><font color="#00ccff"><strong>So, for us, it was just a matter of focus and resources and what made the most sense for us to focus on, and with World of Warcraft growing as quickly as it did, that had to be our primary focus.</strong> That&#8217;s not to say that Ghost wasn&#8217;t fun, and wasn&#8217;t shaping up with a lot of potential, but we had to choose.</font></p></blockquote>
<p>Check out the rest of the interview over at <a href="http://pc.ign.com/articles/863/863430p1.html" target="_blank">IGN</a>.
<div class="fblike_button" style="margin: 10px 0;"><iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Fwww.sc2blog.com%2F2008%2F04%2F03%2Fapril-fools-tauren-marine-10-year-starcraft-interview%2F&amp;layout=standard&amp;show_faces=false&amp;width=450&amp;action=like&amp;colorscheme=dark" scrolling="no" frameborder="0" allowTransparency="true" style="border:none; overflow:hidden; width:450px; height:23px"></iframe></div>
]]></content:encoded>
			<wfw:commentRss>http://www.sc2blog.com/2008/04/03/april-fools-tauren-marine-10-year-starcraft-interview/feed/</wfw:commentRss>
		<slash:comments>24</slash:comments>
		</item>
	</channel>
</rss>
