Starcraft II Q&A Batch 27

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 25, 2008.

Starcraft II Q&A Batch 27

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 25, 2008.

  1. Seradin

    Seradin New Member

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    [img width=500 height=100]http://i12.photobucket.com/albums/a246/J0neagle/qa27.jpg[/img]​

    Welcome to a new edition of our StarCraft II Q&A. Before we jump into it, Id like to invite you to have a look at our Discussion of the Month and give us your feedback on how you participate in or watch eSports: http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=316

    Enjoy this weeks questions asked by the community and answered by our development team!

    Chat with Devs: This week we talked with Dustin Browder, our Lead Designer for StarCraft II, to answer some more questions in regards to StarCraft II gameplay. We presented Dustin with some very specific gameplay questions from teamliquid.net, which he was very excited to be able to answer for the eSports community. Hopefully I will be able to get him back for a BlizzCast interview down the road.

    Gameplay Blog: By the way, We're still looking for a good name for this section, that we hope everyone here could help us with. Additionally, this week we'd want to elaborate on the second ability of the Protoss Nullifier mentioned in the last Q&A Batch. The Null Void, an ability currently at 50 energy cost, prevents abilities from being cast in an area of effect radius. In recent skirmishes with Terran opponents, when the Zealots engaged a group of M&Ms (Marines & Medics), the Nullifiers were able to cast Null Void over the enemy group, and the Medics were unable to heal for a good 15 seconds. When they retreated out of the Null Void area, you would cast a second Null Void on them, and by that time, more than half of their Marines had fallen to the Zealots. Furthermore, the Nullifiers, having a base ranged attack, were able to focus fire on fleeing Marines.

    However, Karune would still end up losing that game versus the Terran player, as Ghosts later on were able to devastate his army with EMP, followed with their Marauder units, replacing the old Firebat, making quick work of his ground army. GG. Next time.


    1) How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool?
    /meta, intothewow


    [Dustin Browder] The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft III, and we really want to continue to support and encourage this community.


    2) Terran in StarCraft 1 had a very interesting dynamic in that the optimal strategy combating a Zerg would require large amounts of infantry and science vessels, whereas Protoss would require a large amount of factory units, leading to more diverse gameplay between the two matchups. This dynamic existed in mirror matchups as well - Goliaths, Battlecruisers and Wraiths were very useful in Terran vs. Terran, but are rarely seen versus Protoss and Zerg (with the exception of Goliath vs Carrier).
    Protoss and Zerg also had this trait - Protoss would often need large amounts of Corsairs, Zealots, and Archons to combat Zerg and a large amount of Dragoons, Arbiters, and Carriers to combat Terran, skipping zealots entirely until the speed upgrade is done. Zergs would frequently use Hydralisks versus Protoss, but would always immediately morph them to Lurkers vs. Terran until Plague was researched.
    For some people this was viewed as a positive aspect of SC, others are frequently disappointed that Terran cannot realistically integrate marines into their strategy vs. Protoss and so forth. What style of gameplay is StarCraft II looking to attain - will each of the 9 different matchups play in a unique fashion with less viable strategies overall, or is the game looking to ensure that every unit has a useful role against every race?
    - Zanno


    [Dustin Browder] So far StarCraft II plays similar to the original StarCraft in that different matchups require a different unit mix. On the design team we enjoy this type of gameplay and prefer to have players use different strategies and different units against different races. Our goal is that every unit will have some use against each race, but that players will tend to prefer certain units against certain races. We are going to strive to make sure that no unit is completely worthless against any one race but there will definitely be better and worse choices depending on the enemy race, strategy, the map, and your start position on the map.


    3) In StarCraft 1 the basic tier 1 units were balanced against higher tech units almost equally by their unique role within each race as they were by unique unit upgrades and a greater benefit from the standard upgrades.
    How much effort are you putting into making lower tech units viable higher up in the tech tree in ways other than upgrades that just makes them a "better unit" such as hit points and damage?
    (This question is brought up because of the Terran Marine +HP upgrade which IMHO is really cheap)
    - CuddlyCuteKitten


    [Dustin Browder] We are putting a huge amount of effort into making sure that the tier 1 units are useful throughout the game. We are also putting a large amount of effort into trying to get as much mileage as we can out of each of our upgrades so that upgrades really change how you can use a unit (but without fundamentally altering its role). The Marine is an example of a work-in-progress unit. We think the shield looks cool, but we are still working on how it will affect gameplay. Actually, in current builds Marines+Medics+Stim are so powerful that the shield is not that necessary in a lot of matchups.

    4) Some new maps used in the pro scene for StarCraft have started to include permanent spells like "Dark Swarm" and "Disruption Web" as a part of terrain. Are there any plans to allow this as a kind of special terrain by default or allow map makers to add it as a special attribute to some sections of the terrain?
    Examples would be areas with decreased movement for some or all units like shallow water, terrain making units immune to missile fire like dark swarm or terrain making the units unable to fire like web.
    If you plan to include it will it be usable on melee maps or UMS only?
    - CuddlyCuteKitten


    [Dustin Browder] Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.


    Link: http://www.battle.net/forums/thread.aspx?FN=sc2-general&T=283143&P=1

    Balance Update: Nullifiers are now Tier 1.5, being built from the Protoss Gateway, requiring a Cybernetics Core prerequisite building. The unit also costs 50 minerals and 100 gas. They also have a base attack similar to a Terran Marine.

    Thus, a player can still get them relatively early, especially if you skip the Forge, and go straight to gas. Using a Zealot and Nullifier combo is pretty decent against any Zerg based melee army, with Zealots using up your minerals, and Nullifiers, using up your gas.


    Link: http://www.battle.net/forums/thread.aspx?FN=sc2-gameplay&T=8806&P=1
     
  2. furrer

    furrer New Member

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    Good found. This one was really good IMO. I really like the second ability, its like silence in WC3, and i think it will work very well.
     
  3. Seradin

    Seradin New Member

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    this is my 2nd in a row, cant bielive it!.. anyways i wonder what the marauders are, maybe small swarming robots with flaming attacks.
     
  4. Psionicz

    Psionicz New Member

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    That was quick. Decent batch but I didn't hear anything I was looking forward too.
    And I don't quite understand the Null void ability, does it NOT allow units to cast if they are in its AoE field but they can continue to cast once they move away?
     
  5. furrer

    furrer New Member

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    Those who gets target in the AOE, cant cast spells for the next 15 seconds.
     
  6. Seradin

    Seradin New Member

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    now thats a anti spell caster. :)
     
  7. BirdofPrey

    BirdofPrey New Member

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    Neutralizeing Medics and having xealots rush marins could finnaly end the problems with dealing wth Terran infantry.
     
  8. Seradin

    Seradin New Member

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    yeah, now icant find much use for the null for zerg except for queens, this is gonna be a unit that lasts throughout the tiers, really would like a energy upgrade at a higher tier to make it even more usefull.

    guess it has something for both zerg and terran and protoss.
     
  9. BirdofPrey

    BirdofPrey New Member

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    With the ability to transfer energy you could use them as batteries for your HT's

    We have yet to see what the zerg have in store but in SC1 plauge scared me since it skipped shields and was untreatable. I hope the defielr comes back but would welcome something that can stop it from using those dasterdly abilities it has
     
  10. Meee

    Meee New Member

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    I think the Null Void is more like dark swarm, it stays around some area and if you get out of it you can use abilities before the time runs out. (but then you get shot with second one hehe ;) )

    I wonder how different is this marauder from firebat. Was it really worth making new units and scrapping firebat? Again?
     
  11. EonMaster

    EonMaster Eeveelution Master

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    looks like the nulifier will be the protoss counter for M&Ms. I'm likeing this new unit. it can create force fields and can create areas when spells cannot be cast. Imaging the destruction if your nullifier FFs behind the medics, and them casts nul void. Thus the medics cannot retreat away easily and cannot heal units.
     
  12. Seradin

    Seradin New Member

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    and apperantly now it has a ranged attack.
     
  13. Gasmaskguy

    Gasmaskguy New Member

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    The attack will surely make it expensive.
     
  14. Meee

    Meee New Member

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    "The unit also costs 50 minerals and 100 gas"

    It does cost a bit gas for an early unit imo, but I wouldn't know
     
  15. EonMaster

    EonMaster Eeveelution Master

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    It also needs the cybernetics core, so we can expect to see them about the same time as the dragoon in sc1.

    As Karune said, the zealots will use your minerals and the nullifier will use your gas.
     
  16. kuvasz

    kuvasz Corrections Officer

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    The nullifier may be useful but I'd still go with force field + storm instead. But if force field works like bone wall from Diablo 2 then it'll be a nuisence to cast it properly.

    Nice Q&A but I'd prefer it if they came less often and contained more questions (and answers of course :D)
     
  17. IO

    IO New Member

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    interesting abilities and very good batch (IMO) hopefully they will change the design of the stasis orb/star relic to better fit into the new Nullifier unit.
     
  18. -LT-

    -LT- New Member

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    Wow! :eek: This was soon. Another great batch! :good:
     
  19. generalrievous

    generalrievous New Member

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    nice I think the nullifier will be very useful :thumbup: and the marauder sounds promising :)
     
  20. ninerman13

    ninerman13 New Member

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    What a sweet week for Starcraft II knowledge! I don't understand how any of you are complaining... we found out about TWO new units and abilities.

    The Nullifier looks crucial. Null Void sounds awesome and I can't wait to use it.

    As far as the Marauder goes - I personally think that it's weapon is not a flamethrower. It replaces the Firebat, but that doesn't mean that it works the same way. I can't wait to see exactly what it does; I think Blizzard probably thought of something really cool!