The Starcraft II Q&A Batch 49 is here.
Starcraft 2 Questions and Answers right back at you.
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SC2 is now going Starcraft 2 beta if you did not now.
Without much further ado, the Starcraft 2 archives Batch 49
1) I am very curious... previously, SCVs, Drones, Probes, Vultures, Archons, and Dark Archons hovered above the ground so they were not hit by mines. My question is simple: Are there any hovering units in Starcraft 2? If there are, can they hover over shallow water? -Ancientdefender (Battle.net)
If Spider Mines stay in the game, then there will be hovering units. Shallow waters are currently just a visual effect and will not ‘play’ differently.
2) How does the Mutalisk attack work in StarCraft II, what defines its bouncing pattern? Is it random or not? If not, what is the criteria that defines how it bounces? -Kain175 (Battle.net)
Regardless of the position of the Mutalisk, when its attack hits a target, it will then acquire the next target based on proximity to the first target. The attack will always bounce to the next closest target.
3) Is it possible to toggle off Multiple Building Selection (MBS)?
No.
4) Balancing of 2v2 team play: Roaches + Medivac are too over powered for 2v2 team play unit combinations?
The regeneration rate of the Roaches and the healing of the Medivac will not stack upon each other.
5) What is a good counter for Zerg against Marines, which are upgraded from the original StarCraft?
Zerg actually have a few options that are quite effective. Zerglings can catch Marines out in the open and surround them relatively easily. Secondly, Banelings with the burrow ability are also very effective. There is nothing more gratifying than watching a group of Marines walk over a burrowed Baneling. When it unburrows – BOOM! Another counter that can be used are Roaches with burrow. A player can burrow a Roach at low health for it to regenerate back to full health in seconds, at which point it can unburrow and begin attacking the Marines again.
In late game, Infestor’s with their fungal scourge ability, which causes a biological unit to take damage over time until the unit explodes and does an area of effect damage, decimating groups of Marines easily if the opponent is not fast to react. Additionally, Ultralisks with their new cleave attack as well as 200 more hit points from the original StarCraft also make them an excellent counter to massed Marines.
6) How do you keep the Baneling from exploding on targets that you don’t want them to hit?
The Baneling now has an ‘attack building’ ability now which allows players to have more control over what the Baneling attacks. Players no longer need to worry about Banelings accidentally exploding on a building when they actually wanted it to hit a unit.
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Thursday, February 19, 2009
Saturday, February 14, 2009
UC Berkeley Starcraft Decal Syllabus
To those curious people who want to know what the Starcraft subject in college is all about, SC2portal.blogspot.com presents the UC Berkeley Starcraft class syllabus.
Syllabus
Course Facilitator: Alan Feng (integral_king@berkeley.edu)
Units: 2 units, Pass/No Pass, CECs by email
Time and Place:
Thursdays 7-9pm at Haas C230
Lab/Discussion (Optional): 12pm – 5pm 1st floor of Moffitt Library
Course Description:
UC Berkeley students with an interest in real-time strategy games and the competitive gaming landscape are encouraged to participate in this class.
This course will go in-depth in the theory of how war is conducted within the confines of the game Starcraft. There will be lecture on various aspects of the game, from the viewpoint of pure theory to the more computational aspects of how exactly battles are conducted. Calculus and Differential Equations are highly recommended for full understanding of the course. Furthermore, the class will take the theoretical into the practical world by analyzing games and replays to reinforce decision-making skills and advanced Starcraft theory.
Class will start with lecture and usually include a special discussion topic having to do with the day’s lecture to inspire new and original thought. At the end of lecture, there may be time to analyze student-submitted replays to illustrate a point or to improve analysis. Homework will be assigned at the end of each class and is due at the beginning of each lecture.
Course Learning Objectives and Goals:
What may look like complex topics are just ways we want you to think more deeply about the game to derive a greater satisfaction from playing. Furthermore, this understanding should have applications in real life, to further synthesize new information from limited inferences. The primary goal is for students to learn, enjoy the art of competitive StarCraft, and have fun. Overall, students will be applying critical thinking, quick decision-making, and game theory skills throughout the sessions. Students will also learn what to look for in a replay or game to learn most effectively.
Prerequisites:
Students should be familiar with all units and some basic StarCraft strategy. All students should of course enter the class with an open and analytic mind.
Starcraft: Brood War
Other Reading:
The Theory of Starcraft by Alan Feng
Suggested:
The Art of War by Sun Tzu
Crazy as Me by Lim Yo Hwan
Attendance and Participation:
All absences must be excused (you should inform the course facilitators no later than the Friday before) and more than two absences will result in a grade of “No Pass.” Please note that you will not be able to make up any work you missed during class and that new material will build on previous weeks’ instruction. Furthermore, there will be several pop quizzes graded based on completion given in class at a random time, and these will contribute to your participation score as well. It is also expected that students participate by asking questions and voicing their analytical suggestions during the instruction, and by practicing with others.
Course Workload:
Each week, students must submit 2 replays of games they played and are willing to analyze in depth. Students are expected to explain the flow of the game, identify the time of several positive and negative moves, and show an understanding of how to overcome mistakes in these replays. Some replays will be reviewed by the class together. These replays must be emailed to StarcraftDecal@gmail.com with this subject title: First Name, Last Name, Week #. Submissions without that subject title will not be guaranteed to be filtered into the correct folder, and hence, we cannot guarantee that it will be graded. Grading for these replays will be on a credit/nocredit basis. In addition to submitting replays, there will periodically be homework assigned online due in class the following week.
(Tentative) Course Outline:
Week 1: Orientation / Competitive Gaming Industry Overview
Week 2: Units, Strength, Weakness, Attributes, Stats
Week 3: Fighting Micro and Unit Use
Week 4: Army Movement and Positioning
Week 5: Expo and Macro
Week 6: Building Placement and Base Layout
Week 7: Scouting and Counters
Week 8: Harass
Week 9: Overloading the Enemy, Multi-plays
Week 10: Economic Basis, Micro vs Macro
Week 11: Timing and Evaluation of Resources
Week 12: Deception
Week 13: Mindset and Series Play
Week 14: Tournament
Grading Breakdown:
Final Project: 40%
Replay submissions and other homework: 40%
Attendance, Participation, and Quizzes: 20%
Final Project:
There will be a final project where students will present and explain their contribution to the Starcraft Community. This may take the form of an essay detailing new theory or calculations, or an in-depth analysis of a significant game. Whichever final project is chosen will be displayed or published on a public forum for peer criticism.
There you have it. Hope nobody fails Starcraft class.Wanna get in?
Enroll yourself at the University of California Berkeley.
Syllabus
Course Facilitator: Alan Feng (integral_king@berkeley.edu)
Units: 2 units, Pass/No Pass, CECs by email
Time and Place:
Thursdays 7-9pm at Haas C230
Lab/Discussion (Optional): 12pm – 5pm 1st floor of Moffitt Library
Course Description:
UC Berkeley students with an interest in real-time strategy games and the competitive gaming landscape are encouraged to participate in this class.
This course will go in-depth in the theory of how war is conducted within the confines of the game Starcraft. There will be lecture on various aspects of the game, from the viewpoint of pure theory to the more computational aspects of how exactly battles are conducted. Calculus and Differential Equations are highly recommended for full understanding of the course. Furthermore, the class will take the theoretical into the practical world by analyzing games and replays to reinforce decision-making skills and advanced Starcraft theory.
Class will start with lecture and usually include a special discussion topic having to do with the day’s lecture to inspire new and original thought. At the end of lecture, there may be time to analyze student-submitted replays to illustrate a point or to improve analysis. Homework will be assigned at the end of each class and is due at the beginning of each lecture.
Course Learning Objectives and Goals:
What may look like complex topics are just ways we want you to think more deeply about the game to derive a greater satisfaction from playing. Furthermore, this understanding should have applications in real life, to further synthesize new information from limited inferences. The primary goal is for students to learn, enjoy the art of competitive StarCraft, and have fun. Overall, students will be applying critical thinking, quick decision-making, and game theory skills throughout the sessions. Students will also learn what to look for in a replay or game to learn most effectively.
Prerequisites:
Students should be familiar with all units and some basic StarCraft strategy. All students should of course enter the class with an open and analytic mind.
Starcraft: Brood War
Other Reading:
The Theory of Starcraft by Alan Feng
Suggested:
The Art of War by Sun Tzu
Crazy as Me by Lim Yo Hwan
Attendance and Participation:
All absences must be excused (you should inform the course facilitators no later than the Friday before) and more than two absences will result in a grade of “No Pass.” Please note that you will not be able to make up any work you missed during class and that new material will build on previous weeks’ instruction. Furthermore, there will be several pop quizzes graded based on completion given in class at a random time, and these will contribute to your participation score as well. It is also expected that students participate by asking questions and voicing their analytical suggestions during the instruction, and by practicing with others.
Course Workload:
Each week, students must submit 2 replays of games they played and are willing to analyze in depth. Students are expected to explain the flow of the game, identify the time of several positive and negative moves, and show an understanding of how to overcome mistakes in these replays. Some replays will be reviewed by the class together. These replays must be emailed to StarcraftDecal@gmail.com with this subject title: First Name, Last Name, Week #. Submissions without that subject title will not be guaranteed to be filtered into the correct folder, and hence, we cannot guarantee that it will be graded. Grading for these replays will be on a credit/nocredit basis. In addition to submitting replays, there will periodically be homework assigned online due in class the following week.
(Tentative) Course Outline:
Week 1: Orientation / Competitive Gaming Industry Overview
Week 2: Units, Strength, Weakness, Attributes, Stats
Week 3: Fighting Micro and Unit Use
Week 4: Army Movement and Positioning
Week 5: Expo and Macro
Week 6: Building Placement and Base Layout
Week 7: Scouting and Counters
Week 8: Harass
Week 9: Overloading the Enemy, Multi-plays
Week 10: Economic Basis, Micro vs Macro
Week 11: Timing and Evaluation of Resources
Week 12: Deception
Week 13: Mindset and Series Play
Week 14: Tournament
Grading Breakdown:
Final Project: 40%
Replay submissions and other homework: 40%
Attendance, Participation, and Quizzes: 20%
Final Project:
There will be a final project where students will present and explain their contribution to the Starcraft Community. This may take the form of an essay detailing new theory or calculations, or an in-depth analysis of a significant game. Whichever final project is chosen will be displayed or published on a public forum for peer criticism.
There you have it. Hope nobody fails Starcraft class.Wanna get in?
Enroll yourself at the University of California Berkeley.
Friday, February 13, 2009
Starcraft 2 Valentines Day Wallpapers
The guys over at Blizzard have something in store for Valentines day.
They have released STARCRAFT2 Valentines Day themed wallpapers!
Here are the goodies for all you lovebirds out there:
You are always on my overmind - Zerg

My Life For Aiur. My Love for you. - Protoss

Hell, It's About Valentine - Terran

Click on these images to download the 800 x 600 wallpapers.
They have released STARCRAFT2 Valentines Day themed wallpapers!
Here are the goodies for all you lovebirds out there:
You are always on my overmind - Zerg

My Life For Aiur. My Love for you. - Protoss

Hell, It's About Valentine - Terran

Click on these images to download the 800 x 600 wallpapers.
Saturday, January 31, 2009
SC2 Q&A Batch 48
StarCraft II Q&A - Batch 48
Ladies and gentlemen, Starcraft 2 Q&A Batch 48
Here's the Chat with Devs: The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.
---StarCraft II Q&A - Batch 48---
1. The recently released screenshot (http://www.sc2blog.com/wp-content/uploads/2008/12/ss104-hires.jpg) shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)
Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.
2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)? - Kain175 (USEast)
This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.
3. Will there be any multi monitor support? - SC2Pod
StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.
4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less? – TheWarCenter
Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.
5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? – TheWarCenter
When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.
6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE
Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.
7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE
In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.
---End of Transmission---
Ladies and gentlemen, Starcraft 2 Q&A Batch 48
Here's the Chat with Devs: The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.
---StarCraft II Q&A - Batch 48---
1. The recently released screenshot (http://www.sc2blog.com/wp-content/uploads/2008/12/ss104-hires.jpg) shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)
Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.
2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)? - Kain175 (USEast)
This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.
3. Will there be any multi monitor support? - SC2Pod
StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.
4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less? – TheWarCenter
Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.
5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? – TheWarCenter
When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.
6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE
Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.
7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE
In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.
---End of Transmission---
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