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Karune Q&A Batch 15

Command Center, Nukes, 'Caster' Unit Attacks

 

Q&A 15

 

This month is almost over and I would like to invite everyone who hasn't already done so take the last chance to add their thoughts on the Mothership in the thread on the discussion of the month (http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=28). We will be closing that thread shortly and compiling all information we gathered over the last month for the developers. It was great to see you all send in your feedback and we hope you had lots of fun discussing this unit. Stay tuned for next months discussion which promises to be very interesting both for you the community and for our developers.

We now present you with the next batch of your weekly Q&A. A lot of new Terran info coming your way here! So now give me your favorite Terran quote to honor the effort our devs put into giving you new bits of information every week!

Chat with Devs: Starports no longer change into Starbases.


Can an upgraded command center be salvaged? Does it lose its mobility when upgraded to a surveillance station?

No, the command center cannot be salvaged, nor can it lift off after it is upgraded to a Surveillance Station (allows the use of the Comsat ability).


In StarCraft 1, when you cancel a nuclear launch that is in progress, you lose the warhead. Will StarCraft II make any changes to this setback? (http://www.starcrafttwo.com)

Currently, if you cancel the nuke while it is firing, you will still lose the nuke. This outcome has not yet been finalized and may be changed in the final version.


Can a Ghost be equipped with both a Nuke and Drop Pod simultaneously?

Yes, any Ghost can launch either a Nuke or a Drop Pod, making the Ghost highly effective at responding to multiple battle circumstances.


Will "caster" units, such as the Protoss High Templar, have a regular attack, like Tassadar had in SC1, or will they only be able to attack through their spells? (http://www.blizzplanet.com)

Currently, there are no plans to give the High Templar a physical attack, though High Templar Heroes will have additional abilities beyond that of the standard unit. At the moment, the High Templar is one of best support units in the game, with the ability to cast a devastating Psi Storm or choke off crucial areas of the map with the force field ability. Once you've used up its energy, no worries, convert it into an Archon with another Templar.


Can Marines use the Stim Pack while in a bunker? What about a Ghost's snipe ability?

In the current build, abilities cannot be activated while inside a bunker, but you can activate abilities before entering a bunker. For example, if you activate Stim Pack on a few Marines, then enter a bunker; they will attack at the higher rate of fire from inside the bunker. The Stim Pack effects will still wear off as normal though.

Page Last Updated: January 25, 2008 - 12:00 AM