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STARCRAFT II FRAGEN & ANTWORTEN - TEIL 40 - UPDATE

11.06.2008 - 22:35
Der dieswöchige Batch kommt mit einigen interessanten Neuigkeiten:

1.) Das Gebäude "Nydus Warren", das benötigt wird um die Würmer zu bauen, kann bereits als Eingang zum Nydus Netzwerk genutzt werden. Will heissen man braucht nur einen Wurm um einen schnellen "Drop" zu starten.

2.) Die Spezialfähigkeit "Plasma Torpedos" der Battlecruiser wurde ersetzt. Und zwar mit einer Air-to-Air AE Ability. Da diese sogar extra Schaden auf leicht gepanzerte Units macht, werden Units wie der Corrupter und der Warp Ray wohl noch wichtiger um Cruiser zu countern.

3.) Wie letztens schon angedeutet, gehören verringerte Trefferwahrscheinlichkeiten gegen Einheiten die auf Plateaus oder hinter Bäumen stehen der Vergangenheit an. In Starcraft 2 wird dafür die Line of Sight um einiges wichtiger. Wenn ich es richtig interpretiere, wird man auch Einheiten die einen vom Plateau herunter angreifen NICHT sehen können, so lang man selbst keine Einheit auf diesem Plateau oder eine Lufteinheit in der Nähe hat. Das ist ein schwerwiegender Unterschied zu BroodWar. Hier wurden Schaden ausübende Einheiten auf Plateaus automatisch sichtbar und damit angreifbar.

Die restlichen Fragen handeln von Todesanimationen, Pathing im Map Editor und was mit Einheiten in Dropships passiert wenn sie von Corruptern kontrolliert werden. Sicherlich einen Blick wert!

- StarCraft II Fragen & Antworten - Teil 40 (Deutsch)
- StarCraft II Q&A - Batch 40 (Englisch)

Update:

"Zusätzliche Antworten von Karune!":
"1.)
"Wait, so now we're removing features from the game?

Is that not a step backwards?

also in regards to the whole "feature" of not being able to see up cliffs and therefore not attack, that isn't really new or unique. RTS games have had this since 1998 for !&$%s sake.
"
I'm not completely sure to which features you are referring to, but in general, features are a tool to shape the gameplay of a game. Features may be good or bad, depending on its effects on the game. Not all features fit your design goals. For instance, multiplayer is about competition. Random factors like a random % of missing based on terrain is not optimal for a balanced competitive game (similarly chess does not have random factors involved when a player wins or losses). On the other hand, in single player, our goal is to immerse the player into the StarCraft world. Here is where the details that add to the story and immersion really count! Thus, there will be LOTS of content not seen in the multiplayer, as well as animations, heroes, additional units, and more...

2.)
"The more I think about this the more it has me worried. Take the map Lost Temple as an example. It was common for players to wall their choke ramp with first tier units to prevent their bases from being breached. In SC2, does this mean the players wouldn't even be able to climb that ramp unless they have detection or air units to see at the top of the ramp?

Know what I mean?
"
This is true, though in StarCraft II, there are more units that are able to give you sight in those situations (Reapers, Medivac Dropships, Colossi, Banshees, Sensor Towers (to let you know units are on cliffs), Overseers, as well as older units including Observers, Terran's Scan, and others).

Furthermore, new abilities like Anti-Gravity help break the choke points, as well as more incentives to build dropships for Terran, Phase Prisms for Warp-In, and Nydus Worms to unload your whole army in a place that bypasses well defended positions.

On top of that, the better pathing in StarCraft II allow units to get to where you want them to go much faster, such as up ramps and around units.


3.)
"One Question:
Thor got Anti Air Area Attack and Battlecruiser now too. Are there any big differences in their anti air attack?
"
The Battlecruiser's ability takes energy, whereas the Thor's ground to air attack is standard.
The Battlecruiser's ability is to make it more effective against what it is already effective against. Also, users have the choice to go with the air to air missiles or with the Yamato Cannon. If you are in a game where they have massed a lot of light air units, then you know what to get. This ability simply gives the Terran player more flexibility of options against air in late game.
"
 
geschrieben von OgerEli  






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