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Karune has replied to 4 gameplay related threads on Battle.net Forums, taking suggestions, clarifying mechanics and disproving some wrong impressions left from the Blizzcon 2008 build.

Starting with the misconceptions:

Karune has confirmed once and for all that there is no accelerated Protoss shield regeneration. Regeneration takes places once the unit is out of combat, and while being significantly faster than StarCraft 1, it does not accelerate over time.

The rate of shield regeneration has been increased significantly from the original StarCraft, but will be a fixed rate, rather than an increasing rate over time. The shields will not increase until the unit is out of combat.

It is measured by an X number of seconds in which a unit has not attacked nor was attacked. X being a number determined through balance.

It has also been confirmed that Nydus Worms will receive their significantly prettier “bursting” delivery form back. The current animation is nothing more than a placeholder for the actual implementation.

Right now there is a build time after you drop a nydus worm, the thing that bugs the heck out of me is that the nydus worm grows from that squiggly thing that drones morph into when they turn into buildings.

Yes, that is placeholder. In one of the previous builds, maybe it was WWI, the rock actually starts breaking and then the Nydus Worm comes out. It will probably be more along those lines.

Nydus Worms Bursting

The Ghost has found itself fulfilling a rather surprising auxiliary role: it is described as an awesome counter for Mutalisks. Thanks to his improved StarCraft 2 abilities, range and light armor damage bonus, the Ghost has joined a long list of Terran units which have already been confirmed to be great Zerg air counters.

Thors and Marines (with stimpack and the additional hp upgrade) are quite effective against mass Mutalisks. Additionally as mentioned already in this thread, BCs are also very effective, especially with its new missile barrage ability (but of course this is at a later tech).

There is one other counter, which is not mentioned in this thread, which is the Ghost! The Ghost is awesome at taking out Mutalisks as well, since they get a bonus to light armor, and have a very long range. Add that to snipe, cloak, or a bunker and it is quite a formidable counter as well.

And to make sure Zerg players don’t develop any expectations from their TheoryCrafted Mutalisk fleets, Karune also reminds us that Protoss Archons are still the ultimate stacked Mutalisk poppers.

Archons still have their splash damage and are still quite the beasts they were in the original StarCraft. There is no better feeling than watching a group of Archons instantly pop a stacked group of Mutalisks.

An interesting suggestion (and a question) came from another poster, who proposed an upgrade to unload speeds for the Terran Medivac Dropship. Considering the fact that some players are fond of shock raids and mass infantry drops, such an upgrade is a legitimate idea.

Medivac Action

do medivac dropships still load units at the same time but unload one at a time? or can dropships unload all their cargo at once?

if it can only unload one at a time, i have a sugestion, make it so that infantry can unload two at a time (researchable?) or at least at a much faster rate than vehicles so that the drops can b faster. it takes forever to unload 8 marines in comparison to unloading 2 tanks which are much more deadly

 

Loading is instant, but unloading has a delay between units. Will bring up the suggestion, but do note that the rate in unloading is already quite fast, and mass drops do usually include several dropships at the same time.

That’s all for this week’s Karunology.

    

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