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StarCraft II Updates
Introduction
I decided to make this thread because of the abundance of people posting things in this forum that showed that they really didn’t know what they were talking about, which frustrated me.Introduction
Anyways, I reference the battle.net StarCraft II forums as well as starcraft2.com in here.
Chat with Devs
Summary:
- Improving Medic AI
- Experiments with pathing to see the effects on balance when the pathing maps allow two buildings side-by-side to completely block a path
- Experiments in balance of having Ghost as a tier 1.5 unit rather than a later tier, and having Stealth researched later on as opposed to being available at the same time as the ghost
- Starport no longer transforms into a Starbase (as opposed to in the blizzcon build)
- Bunkers are stronger and bigger, making them more effective defensive structures
Note: An interesting side-note is that this quote also revealed that firebats are currently back! - Firebats confirmed back for the moment anyways, Cobra has slowing lightning attack, Stasis Orb removed, many more units being reevaluated.
- Cobras have a slowing electrical attack, stasis orb out
- Protoss orb unit being tested with abilities such as forcefield, High Templar currently has hallucination back.
- Ghost being tested at tier 1.5, with Cloaking, Drop Pods, and Nuke acquired later. Also has an upgradeable EMP and bonus damage versus light armored targets.
- Nomads have a deployable turret currently, to replace EMP (which is now on the Ghosts), which should make them much more versatile.
- Hero and inventory systems will be included in the editor.
- Remember that units are constantly being added, removed, and replaced. Nothing is final
- The Thor's role is being tested as an antiair/heavy unit, and will possibly have a half-death stage; the first time you "kill" it, it would instead lose its mobility, but could be repaired back to being able to move again by an SCV.
Full:
Q&A Batch 12 said:Chat with the Devs: The StarCraft II Team is working hard on making Terran Medics 'smarter' so they do not run up to the enemy when you give a move order to a group of Marines and Medics. Medics, if given an attack move order, will scan the area on its path for injured infantry, then break off its limited path to heal those soldiers.
Q&A Batch 13 said:Chat with Devs: In the BlizzCon build of StarCraft II, small units were able to pass through certain player created barriers, such as a wall of supply depots at a choke point. After experimenting a bit, the Devs are now testing gameplay with true barriers, which prevent all units from passing through, but will require a line of supply depots side by side rather than supply depots blocking a choke point diagonally. This new design will prevent smaller units such as Zealots and Marines from passing through player created barriers, but will be more costly for the player to build these barriers.
Q&A Batch 14 said:Chat with Devs: The StarCraft II team is trying out what it would be like to have the Ghost as a Tier 1.5 unit without stealth, keeping the stealth ability as an upgrade at a later Tier.
This will be quite interesting since their snipe ability could provide much support to a group of Marines, picking off key units such as Medics, Templars, etc.
Q&A Batch 15 said:Chat with the Devs: The Terran Starport will no longer transform into a Starbase.
Q&A Batch 16 said:Chat with Devs: Since BlizzCon, the Terran Bunkers have been increased in size (to 3x3) and given added hit points, making it a more viable defensive structure for the Terrans. The Dev Team really wants to further define the uniqueness of how each faction plays, giving Terrans a strong character of defensive type tools. Watching the Firebats flame from these Bunkers sure do bring back memories!
Q&A Batch 17 said:Chat with Devs: After bringing up much community feedback from the last Monthly Discussion, Dustin Browder filled me in on the latest role discussions about the current units in game. This is the thought that has lead to the introduction of the Firebat back into StarCraft II.
Furthermore, they have also changed the Terran Cobras abilities to take on what was previous known as the Protoss Stasis Orb (which is now removed from the game). The Terran Cobra now acts as a slowing unit, with an electrical attack. In addition, many of the units already seen in game are having their roles re-evaluated, to again make sure that every unit has a distinct role in StarCraft II.
Q&A Batch 19 said:Chat with Devs: Since the Terran Cobra took over the Protoss Stasis Orbs slowing attack, the Protoss Orb got a few new abilities including the Force Field ability. This will be very interesting for early team games, as you can use a force field on a choke point to keep an opponent's teammate from arriving to help their allies. The Devs are testing out various abilities on different units as you can see, and even the Templar has received its classic Hallucination ability back.
Q&A Batch 20 said:Chat with Devs: Terran Ghosts are currently being tested as an effective Tier 1.5 unit, capable of sniping down high profile enemy targets, have an increased attack damage towards light armored units, as well as an upgradable EMP against Protoss and energy using threats. If that isnt enough, these highly advanced Terran soldiers at higher techs can also be equipped with a personal cloak ability, and launch drop pod reinforcements, as well as call down a massive nuclear strike. The StarCraft II Ghost will surely be bringing a whole new meaning to "You call down the thunder and I'll reap the whirlwind." Of course, I should mention, all of this is subject to change.
Q&A Batch 21 said:Chat with Devs: Since the Terran Ghost has an upgradable EMP ability, the Terran Nomad's has been given the ability to create stationary defenses in addition to its Defense Matrix ability. One of the new stationary defenses is the Auto-Turret, which can attack ground units, and this unit be seen on this screenshot:
http://www.gamemeca.com/news/img_data/200711/STAR-1.jpg
We are hoping the Nomad's new abilities will innovate its role, in addition to being a detector.
Q&A Batch 22 said:Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.
Q&A Batch 23 said:Chat with Devs: After my chat with Dustin this past week, he wanted me to remind everyone that there are still several new units being created and tested for all three factions. What you have seen of the Protoss and Terran factions are in no way finished and more new units will be introduced, as well as the likeliness of current units being replaced.
Q&A Batch 24 said:Chat with Devs: The Thor has been the unit that just hasnt quite fit in, in terms of role, but it might have found its own little place it can call home. After the Devs tried out several things with the Thor, including making it a super unit, they have now decided to have it replace the Cobra, as the heavy and air unit counter. Additionally, they may be adding a new mechanic, in which the Thor will need to be killed twice, once to make it immobilized, due to its large size, and then the second time to kill it for good. When immobilized, the Thor will still be able to fire at ground and air units. Additionally, while the Thor is immobilized, a SCV can repair it back to full health, having it regain mobility.
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