The 46th Q&A session, featuring answers to questions submitted by fans, has been published on Battle.net by Karune, Blizzard’s RTS community manager. This batch starts with a Chat with Devs section, discussing the increased susceptibility to raid attacks in StarCraft 2:

Chat with Devs: StarCraft II is definitely evolving to be even more intense than the original StarCraft, with the increased mobility of units with cliff traversing abilities, as well as new transport abilities. In response, the development team has buffed up the Terran Planetary Fortress to have splash damage as well, which has proven to hold off decently against raids now, especially with your SCVs fixing the command center at a very high rate.

The Planetary Fortress, an upgrade to the standard Terran Command Center, will now be able to dispatch small raiding parties with relative ease - assuming, of course, these ever get into its weapons range. While the SCV resource line will likely be mostly protected, a significant portion of the base’s structures will probably still be exposed to enemy fire. As of now, the Command Center, when upgraded to a Fortress, cannot be lifted off and relocated.

Planetary Foretressation

Speaking of SCVs fixing at a high rate, and before we move on to the Q&A, a comment from Karune’s MiniMe, Cydra, is worth discussing:

In the current development stage, SCV’s Repair, Medivac’s Heal and Carrier’s Interceptor training can be autocasted.

Yes, you heard it right - The SCV’s repair ability can now be set to autocast. As we suggested a few ages ago, Terran players can now bring several SCVs along to every offensive bout, set their repair ability to be automatic, and enjoy their services hands-free. Here’s what we had to say back then:

SCVs should acquire an “auto-fix” toggle - allowing them to automatically fix units in a specified range, thus strengthening the presence of the Terran forces on the battlefield. This advantage is offset by the fact that repairs cost resources, and are not free, like for the Protoss and Zerg.

This move will greatly reduce the amount of micromanagement required - veterans of StarCraft 1 all know how frustrating it can get to fix all your bunched up fliers after a rough fight - and free up more time to engage in playing the game. The only problem here is that SCVs will essentially auto-”heal” mechanical units mid-fight, which might be somewhat overpowered. To compensate for that, a similar mechanism to the Protoss shield regeneration can be implemented, not allowing SCVs to fix units (but not buildings!) while they are taking damage.

With repair being autocast, SCV-only armies have started to surface and ravage the battlefields of StarCraft

Next, the Q&A:

1. In StarCraft II, will there be friendly fire?


Yes, friendly fire is still available in StarCraft II. You can take out cloaked units attacking your base by using friendly fire on your own unit and giving splash damage to cloaked enemy units, which has been executed by many players in the original StarCraft. For example, if you play Zerg, you can kill Dark Templar attacking your Hatchery, by targeting your Banelings to attack your Hatchery near the invading Dark Templar.

We believe the question was about receiving friendly fire while attacking the enemy. In that case, currently, only the Siege Tank can damage friendly units when in Siege mode. Banelings, on the other hand, will not harm friendly units unless targetted directly.

2. Trilogy is Beginning, mid and end, or is it the same story told from three points of view?

The stories will be sequential. The Zerg story will begin from the end of the Terran story, and Protoss story will begin from the end of the Zerg story.

3. Are there any special animations for units which are standing around doing nothing for a long time?

There will be multiple animations for units which are idle.

4. What is the optimum procedure for the new gas mechanic? Should a player mine both gases at the same time and cycle the inactive workers (when the geyser goes down) to the minerals? Or should a player mine only one geyser and alternate the workers between the two?



It totally depends on what your strategy is in the game. For example, you can mine two at the same time and double up your gas supply to build up certain armies or tech up very quickly. Or if you need more continuous and stable gas supply for your strategy, you can switch off your workers between the two gases with your micro-controls.

The gas mechanism, as it is currently implemented, is a cause for both anger and confusion for most players who’ve had a chance to experience it. While it’s clear that Blizzard intended to expand on the available options for gas management, as laid out above, we suspect the current execution won’t last long.

5. What Protoss unit is now the best option to counter mass enemy air units? The Phoenix lost its overload ability which was really the only Protoss splash damage option other than Psi Storm.


Against Zerg’s mass air units like Mutalisks, Archons and Psi Storm are still the best counters. Against Terran’s mass air units like Vikings and Banshees, Protoss can still use Phoenixes and focus fire. Vikings currently do additional damage to large ships, rather than light armor.

6. What kind of damage do spells deal? Is there a type “Spell” or don’t they have any specific attack type?


There isn’t a specific “spell” type of damage, but some do additional damage to current types already in the game. For example, Ghost’s Psi Round deals an additional 40 damage to Psionic units. There are ‘special’ cases though as well, seen when Psi Storms instantly kill Hallucinations and when a Yamato Cannon will not activate an Immortal’s hardened shields. “Spells” also ignore armor, as well as the Immortal shields.

Blizzard, as many of its developers are quick to state, does not like “special” cases in its games - it usually takes an extreme case to create an exception for any rule. The Battlecrusier’s Yamato Cannon is one - this is an ability meant to take out most units and even some buildings with a single hit, and it would not make sense for Immortals to shrug it off. However, it’s not entirely clear why Psi Storms instantly kill Hallucinations.

As in StarCraft 1, damaging abilities will completely ignore all types of armor, but unlike the Nuke, the Yamato Cannon will now also not be affected by the Immortal’s hardened shields.

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.

Karune has recently released the 45th installment of the Q&A series, featuring six questions and a Chat with the Devs section. Two thirds of the batch are dedicated to the clarification of Zerg gameplay issues, such as Zerg Creep behavior and the recently altered Nydus Worm.

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms. At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Blizzcon 2008 has indeed provided fans with plenty of hands-on experience and gameplay mechanics information, which translated promptly into a barrage of both positive and negative feedback, as well as pleads for an earlier beta.

Here’s what the developers had to say about some of the lesser focused topics:

Hallucination

 

The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Hallucination done right is one of Protoss players’ wet dreams for StarCraft 2. StarCraft 1’s hallucination, despite being an incredibly fun and easily obtained spell, did not see much action due to its direct competition with the Psi Storm over the Templars’ energy pool.
StarCraft 2’s incarnation of Hallucination is availible to the low tier Nullifier unit, and can create:

  • Hallucinations of units which have not yet appeared on the battlefield
  • Multiple hallucinations per use, based on the actual unit cost.

Considering the early stage of availability, Hallucination can easily play a vital role in both tech- and rush-oriented strategies. The defensive and offensive possibilities of its employment are so vast that we’d bet on the ability getting nerfed in the next build. Enjoy it while it lasts, alpha testers.

Queen Spawns 3 Mutant Larva


The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Queen

In case any of our readers assumed the Queen is being nerfed due to it no longer being a unique unit, we suggest re-reading the above paragraph. The situation where a Zerg player had to build additional hatcheries to ramp up his production capacity has been changed in an interesting way. To get more production going, the Zerg will now rely on the Queen, which also has plenty of other abilities to offer besides spawning Larva.

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

 

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

 

2. Are there abilities that remove creep? (TheWarCenter)

 

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

September’s monthly discussion provided Blizzard with plenty of ideas as to what kind of role the Zerg Creep should play on the battlefield. The removal of Creep’s ability to cause damage is not a “nerf”, however, due to the simple fact that it was not beneficial in the first place, as Karune explained.

Creeping

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

 

No, they do not apply to air units or drones.

 

4. Won’t Reapers, Marauders, Hellions, Siege Tank’s splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

 

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

 

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

 

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

 

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

 

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

The Thor, a unit that has gone through many iterations by now, seems to have transformed into a glorified Goliath. Its current role seems to be to counter pesky Zerg hit and run attacks and sieges of longer ranged units, such as the Protoss Carriers.

Will this satisfy Blizzard? Will it satisfy the fans, who have expected something more impressive than the somewhat anemic Goliath of StarCraft 1, and who are still enamored with the old Barrage ability? Time will tell.

Karune, Blizzard’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, which we have also brought up for discussion.

The worm is no longer underground and moveable. It is a spawned unit that acts as a exit/entrance to the network.

Since the Worm no longer travels to its destination, it can not be intercepted on the way. However, it is not invulnerable - the enemies of the Zerg will still have a chance to kill it before it starts hurling Zerglings at their base.

Yes, you can see and attack the Nydus Worm before it becomes fully built. The visual graphics of this are not totally complete yet.

Next up, Karune talks about two of the Terran’s new units - The Reaper and the Marauder - and their roles on the battlefield.

Reapers are actually one of the best units against any light units in the game. 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.

Reapers, which have bonus damage against light-type units, are currently the best economy raiders in the game - 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 - Zerglings and Zealots. However, they are very lightly armored - meaning that efficient usage might require quite a lot of dancing.

Reapers on their way to another raid

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.

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’ melee units. In the later parts of the game, the Marauders’ bonus attack against armored units keep them viable. They are especially important against the Zerg Roach, 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.

Marauders

Karune answers a question about Stargates and the option of upgrading them to Warp Gates, like Gateways.

Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP!

Next, a discussion about abilities which may or may not make it into the game:

The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit 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. 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 costs 125 energy.

The Nullifier’s chain-lightning like ability, the Molecular Disruptor, joins his other two abilities - Hallucination and Force Field. This one looks a little out of place for the relatively “peaceful” 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.

Nullifier

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it’s radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.

The Seismic Thumper, an ability designed for the Nighthawk, will only appear in the single player portion of the game. An interesting idea for an ability that fits the Nighthawk’s role, it is currently out of the game, replaced by another new ability, Targeting Drone:

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.

With the addition of this ability, the Nighthawk has truly become the master of defense for the Terran, able to deploy Auto-Turrets, Spider Mines and now Targeting Drones. 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.

However, since all of the Nighthawk’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.

Nighthawk gang

Finally, Karune discusses the Colossus‘ role in detail. 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.

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.

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.

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’s what Karune had to say:

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.

THREE Colossi is the only way to roll

Lastly, Karune reveals an interesting piece of information about Blizzard’s plans for competitive play:

The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.

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, the line-of-sight changes add to the importance of utilizing cliffs intelligently. It’s no surprise that Blizzard will want to see these new additions in maps designed for balanced, competitive gameplay.

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