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		<title>Pre-Beta Press Event: Tech Trees, Screenshots, Impressions</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/ym04LrNt1Qo/</link>
		<comments>http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 18:08:23 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2264</guid>
		<description><![CDATA[In a short and concentrated press blitz, Blizzard has released a wealth of new StarCraft 2 information and media, including a new HD gameplay video, 10 high resolution action packed screenshots and a batch of updated unit and building models. The information was released during a press event that took place in Blizzard&#8217;s HQ, and [...]]]></description>
			<content:encoded><![CDATA[<p>In a short and concentrated press blitz, Blizzard has released a wealth of new StarCraft 2 information and media, including a new <a href="http://www.youtube.com/watch?v=YT_0IRNbN14">HD gameplay video</a>, <a href="http://sc2blog.com/wp-content/uploads/2009/0730-06-SC2Images.zip">10 high resolution action packed screenshots</a> and a batch of updated unit and building models. The information was released during a press event that took place in Blizzard&#8217;s HQ, and we&#8217;ll summarize the elaborate coverage, interviews and build updates that were uncovered during the event in this post.</p>
<p>The brand new gameplay video features several skirmishes, six battles in total:</p>
<ol>
<li>Large Zerg and Protoss forces clash: Ultralisks and Roaches face a Mothership, Phoenixes and an armada of Void Rays.</li>
<li>Terran Hellion forces raid a Zerg opponent behind the lines.</li>
<li>Protoss offensive-cannoning a Terran choke, with the Terran defending using Supply Depots, Marines and Bunkers.</li>
<li>A massive Protoss Mothership-led force invades another Protoss base.</li>
<li>Hellions repeatedly hit-n-run a large group of Banelings.</li>
<li>Ultralisks rampage all over the place until a small group of Ghosts fend them off.</li>
</ol>
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<p>The beautiful high-resolution screenshots that were part of the press blitz are some of the most action-packed and detailed StarCraft 2 images yet.</p>
<p><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/City_PvT.jpg"><img class="alignleft" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/City_PvT.jpg" alt="Protoss and Terran in the City" width="522" height="418" /></a><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Protoss_hit.jpg"><img style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Protoss_hit.jpg" alt="Protoss Faces a Terran Armada" width="519" height="397" /></a><br />
<a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Protoss_Zerg_MarSara.jpg"><img class="alignnone" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Protoss_Zerg_MarSara.jpg" alt="Mar Sara Battle" width="521" height="424" /></a><br />
<a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Psistorm.jpg"><img class="alignleft" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Psistorm.jpg" alt="Psi Storm Hits Hard" width="524" height="418" /></a><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/three_way.jpg"><img class="alignleft" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/three_way.jpg" alt="Action" width="523" height="365" /></a><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvP-Phoenix.jpg"><img style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvP-Phoenix.jpg" alt="A Protoss Phoenix Raid " width="523" height="413" /></a><br />
<a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvP-Sharkuras.jpg"><img class="alignleft" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvP-Sharkuras.jpg" alt="StarCraft 2 Shakuras clash" width="522" height="456" /></a><br />
<a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvZ-MarSara.jpg"><img class="alignleft" style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/TvZ-MarSara.jpg" alt="Battle for Mar Sara" width="522" height="352" /></a><a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Zerg_Queens_eggs.jpg"><img style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/Zerg_Queens_eggs.jpg" alt="StarCraft 2 Queen Laid Eggs" width="525" height="424" /></a><br />
<a href="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/ZvtToxic.jpg"><img style="border: 10px solid black;" src="http://sc2blog.com/wp-content/uploads/2009/07/screenshots/ZvtToxic.jpg" alt="Zerg and Terran Toxic Battle" width="521" height="409" /></a></p>
<p>Images include a variety of beautiful terrains and battle moments with shots including a fight taking place in a sky-scraper themed terrain, a Terran force being immobilized by an Anti-Grav-abusing Phoenix armada and many other great scenarios.</p>
<p>You can <a href="http://sc2blog.com/wp-content/uploads/2009/07/30-06-SC2Images.zip">download the entire screenshot collection here</a>.</p>
<p>Blizzard&#8217;s art team, which has unveiled multiple <a href="http://www.sc2blog.com/2009/05/04/fan-site-qa-3-stealth-traces-void-ray-quad-damage/">model and texture updates</a> over the course of the last six months, has released a batch of updated models. Worth noting are the different models for the differently-upgraded Battlecruisers, each clearly showing which path the Terran player took with the specific unit:<br />

<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/198/' title='198'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/198-150x150.jpg" class="attachment-thumbnail" alt="" title="198" /></a>
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<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/201/' title='201'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/201-150x150.jpg" class="attachment-thumbnail" alt="" title="201" /></a>
<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/202/' title='202'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/202-150x150.jpg" class="attachment-thumbnail" alt="" title="202" /></a>
<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/203/' title='203'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/203-150x150.jpg" class="attachment-thumbnail" alt="" title="203" /></a>
<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/204/' title='204'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/204-150x150.jpg" class="attachment-thumbnail" alt="" title="204" /></a>
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<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/206/' title='206'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/206-150x150.jpg" class="attachment-thumbnail" alt="" title="206" /></a>
<a href='http://www.sc2blog.com/2009/07/04/pre-beta-press-event-tech-trees-screenshots-impressions/attachment/207/' title='207'><img width="150" height="150" src="http://www.sc2blog.com/wp-content/uploads/2009/07/207-150x150.jpg" class="attachment-thumbnail" alt="" title="207" /></a>
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</p>
<p>Blizzard has also released the <strong>latest StarCraft 2 tech trees</strong> for all three races. These are likely to make it to the beta, so if your testing intentions are serious, now would be a good time to print and memorize the following.<br />
<img src="http://sc2blog.com/wp-content/uploads/2009/07/tech_tree/Zerg_Tech_tree.jpg" alt="StarCraft 2 Zerg Tech Tree" width="600" height="603" /></p>
<p>If you haven&#8217;t been following StarCraft 2&#8217;s development and internal balancing, take notice of the fact that both the Zerg and Protoss had their cloaked units pushed up the tech tree, with both the <strong>Lurker </strong>and <strong>Dark Templar</strong> becoming Tier 3 units, and the Terran <strong>Ghost </strong>becoming a viable mid-game unit with an arsenal of useful abilities.</p>
<p><img src="http://sc2blog.com/wp-content/uploads/2009/07/tech_tree/Terran_Tech_Tree.jpg" alt="StarCraft 2 Terran Tech Tree" width="601" height="602" /><br />
<img src="http://sc2blog.com/wp-content/uploads/2009/07/tech_tree/Protoss_Tech_Tree.jpg" alt="StarCraft 2 Protoss Tech Tree" width="608" height="616" /></p>
<p>The press event included an abundance of gaming time, and several attendees have published extensive impression write-ups, the most notable one being <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=96479">TeamLiquid&#8217;s summary</a> of the visit. A few highlights from TL&#8217;s own and others&#8217; impressions:</p>
<ul>
<li>With Overlords no longer having detection capabilities, the lack of Zerg detection coverage makes the Protoss Phoenix + Dark  Templar a powerful combo in the current build &#8211; even more so than the equivalent Corsair + Dark Templar build of the original game.</li>
<li>Banelings can <strong><span style="color: #ff6600;"><span style="color: #ff6600;">explode while burrowed</span>.</span></strong></li>
<li>The upgraded Zerg Hydralisk movement speed is on par with that of Cracklings (speed-upgraded Zerglings).</li>
<li>The Terran ability to salvage 100% of the resources invested in a building proves a fertile ground for offensive bunkering, cliffing and early-game harassment.</li>
<li>Reactor add-on cross-building compatibility allows the Terran to crank out key units such as the <strong>Medivac Dropship </strong>two at a time immediately as a Starport becomes available.</li>
<li>The Protoss <strong>High Templar Psi Storm</strong> <strong>is even more powerful than in StarCraft 1</strong>, with a larger radius, shorter duration and more total damage.</li>
<li><strong>Ultralisks </strong>are no longer a late-game screw-you unit, but hands down the <strong>most powerful and effective physical ground unit </strong>in the game.</li>
<li>Merging different Protoss Templars together still produces the exact same Archon.</li>
<li>Cliff-walking <strong>Colossi and burrowing Infestors are not able to traverse destructible rocks.</strong></li>
</ul>
<p>Dustin Browder and Chris Sigaty Interviews have been released <a href="http://g4tv.com/videos/39544/StarCraft-II-Pre-Beta-Lead-Designer-Interview#video-39592">via G4TV</a> and <a href="http://www.joystiq.com/2009/06/29/interview-starcraft-2-lead-producer-chris-sigaty/">Joystiq</a>, summarizing the recent development challenges and their expectations of the beta.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="418" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://g4tv.com/lv3/39544" /><embed type="application/x-shockwave-flash" width="480" height="418" src="http://g4tv.com/lv3/39544"></embed></object></p>
<p>Here are the highlights from the Dustin Browder interview::</p>
<ul>
<li>StarCraft 2 will include an online <span style="color: #ff6600;"><strong>Casual Gaming League</strong></span> that will feature &#8220;anti-rush&#8221; map designs, a normal (slower) game speed and other care-bear perks.</li>
<li>Blizzard will push for mainstream adoption of E-Sports and public broadcast/televised StarCraft 2 matches.</li>
<li>The Beta is expected to run for 4-5 months.</li>
<li>Blizzard will seek ways to prevent uber-skilled players from plowing through the low ranks repeatedly when they create new names on Battle.net.</li>
<li><strong>Beta </strong><strong>testers will be added over the course of the beta</strong>.</li>
</ul>
<p>Chris Sigaty, Lead Producer for StarCraft 2 and a long time contributor to Blizzard&#8217;s developmental efforts, has unveiled some interesting tidbits in an <a href="http://www.joystiq.com/2009/06/29/interview-starcraft-2-lead-producer-chris-sigaty/">interview for Joystiq</a>:</p>
<ul>
<li>In two years, Chris is expected to receive the Ring &#8211; a special mark for fifteen years of Blizzard service, complimentary to the <a href="http://www.joystiq.com/photos/blizzard-tour/2111055/full/">Sword and Shield which are given at 5 and 10 years</a>, respectively.</li>
<li>StarCraft 2 has been in the works ever since World of WarCraft&#8217;s shipment in 2004 &#8211; marking 2009 the 5th year of its development.</li>
<li>Unit portraits&#8217; lips are in full sync with the units&#8217; voices, and the original voice actors for Jim Raynor and Arcturus Mengsk are used.</li>
</ul>
<p>All in all, Blizzard&#8217;s official intents for this recent press blitz were quite clear and fully disclosed &#8211; the <strong>StarCraft 2 Beta is imminent</strong>; do your tech-tree homework, get your gaming rigs ready, &#8216;couse, hell&#8230; it&#8217;s about time.</p>

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		<title>Battle Report 3: StarCraft 2 is Freaking Awesome</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/pG-bfdZUHTU/</link>
		<comments>http://www.sc2blog.com/2009/06/24/battle-report-3-starcraft-2-is-freaking-awesome/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 16:37:17 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2227</guid>
		<description><![CDATA[The 3rd, and best yet, StarCraft 2 Battle Report has been officially released. An epic clash between the Protoss and Zerg on Scrap Yard &#8211; a brand new StarCraft 2 map with very distinctive design and terrain features. The game is fast-paced, with the first conflict taking place just two minutes into the game.

David Kim, [...]]]></description>
			<content:encoded><![CDATA[<p>The 3rd, and best yet, StarCraft 2 Battle Report has been <a href="http://www.starcraft2.com/features/battlereports/3.xml" target="_blank"><em><strong>officially</strong></em> released</a>. An epic clash between the Protoss and Zerg on <a href="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg">Scrap Yard</a> &#8211; a brand new StarCraft 2 map with very distinctive design and terrain features. The game is fast-paced, with the first conflict taking place just two minutes into the game.</p>
<p style="text-align: center;"><img class="size-full wp-image-2228 aligncenter" title="StarCraft Battle Report 3 Opening" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Battle_Report_3.jpg" alt="StarCraft Battle Report 3 Opening" width="575" height="299" /></p>
<p>David Kim, associate game balance designer, has shown that he can handle the Protoss race just as well after winning the <a href="http://www.sc2blog.com/2009/04/18/starcraft-2-battle-report-2-review-and-analysis/" target="_blank">last Battle Report game</a> as the Terran. He shines with the Protoss, handling their forces in an intelligent manner and beautifully micromanages his few units to inflict maximum damage on the Zerg enemy. It&#8217;s so good, in fact, that in some points it&#8217;s hard to believe the game wasn&#8217;t orchestrated in advance.</p>
<p>Consistent with <a href="http://www.sc2blog.com/category/battle-report/">previous Battle Reports</a>, this game also includes the unveiling of a new terrain feature, which was likely introduced due to the fact that <em>Brush</em> wouldn&#8217;t fit well on the metallic platforms where the battle at hand takes place.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2239" title="Disruptors, Protoss' new secret weapons, hide behind the thick smoke" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Smoke.PNG" alt="Smoke" width="350" height="255" /></p>
<p>This brings the list of StarCraft 2 terrain features to:</p>
<ul>
<li><a href="../category/2007/10/30/starcraft-2-qa-19-exploding-doodads-and-protoss-nutrition/">Destroyable barriers</a></li>
<li><a href="../category/2007/07/01/qa-4-yellow-minerals-resource-sharing-allied-chat-zealot-charge-and-future-updates/">High yield minerals</a></li>
<li><a href="../category/2008/10/08/playing-catch-up-septermber-re-covered/">Xel’ Naga Watch Towers</a></li>
<li><strong>Brush</strong></li>
<li><strong><strong><span style="color: #ff6600;">Smoke<br />
</span></strong></strong></li>
</ul>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg"><img class="size-full wp-image-2230 aligncenter" title="Scrap Yard StarCraft 2 Map with Terrain Marks" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Scrapyardsc2.jpg" alt="Scrap Yard StarCraft 2 Map with Terrain Marks" width="601" height="441" /></a></p>
<h5 style="text-align: center;"><em><em>*Green – <span style="color: #339966;">Smoke </span>. *Yellow Squares = <span style="color: #ffff00;">Starting Spots</span>. <span style="color: #ffff00;"> </span> *Red = <span style="color: #ff0000;">High Yield</span></em></em></h5>
<p>The map&#8217;s topography puts the opponents very close to each other, separated by a gap of space and a bridge with a destructible rock barrier. Scrapyard&#8217;s <em>smoke</em> placement is somewhat similar to the <em>brush</em> placement in <a href="http://www.sc2blog.com/wp-content/uploads/2009/04/blistering-sands.jpg">Blistering Sands of Battle Report 2</a>, providing enemy forces with a <strong>retreat/regroup/ambush</strong> option at the very entrance of the main bases&#8217; ramps. The ramps are wider than &#8220;normal&#8221;, which makes sealing them early on more expensive and complicated.</p>
<p><strong>Battle Highlights:<br />
</strong></p>
<ul>
<li> Expansion harassment takes its toll on the Zerg player, preventing an early expansion and <strong>forcing the Zerg to expand 2 minutes later than planned.</strong></li>
<li>The <strong>Nullifier</strong>, recently renamed &#8220;<strong>Disruptor</strong>&#8220;, is showcased as a potent defense and trapping tool, easily dealing with Zergling harassment at <span style="color: #ff6600;"><strong>6:05</strong></span>, and demonstrating beautiful divide &amp; conquer tactics at <span style="color: #ff6600;"><strong>7:25-8:10</strong></span> to cut the Zerg forces into manageable batches time after time. This unit has been used extensively and skillfully throughout the game, defensively and offensively, and looks to be a great addition to the Protoss arsenal of powerful units which benefit greatly from smart, precise use.</li>
</ul>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p style="text-align: center;"><img class="size-full wp-image-2244 aligncenter" title="Disruptors neatly divide the Zerg force down the middle" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Forcefield-2.PNG" alt="Disruptors neatly divide the Zerg force down the middle" width="462" height="378" /></p>
<ul>
<li>A<strong> Dark Pylon</strong> is seen in &#8220;action&#8221; near the Protoss main mineral line, enhancing the Probes&#8217; harvest rate. This is a remnant from earlier build, before the <a href="http://www.sc2blog.com/2009/06/13/karunology-emp-vs-protoss-shields-qa-52-mapmaker-series/" target="_blank">Dark Pylon was replaced with the <strong>Obelisk</strong></a>.</li>
<li><strong>Stalkers </strong>and <strong>Roaches </strong>clash around <span style="color: #ff6600;"><strong>9:00</strong></span>, with the Protoss micromanaging the Zerg forces into oblivion while continually warping in more and more forces to aid his outnumbered army, eventually chasing the Zerg forces down by blinking into range. The Roaches have also been used well, burrowing in and out of battle to avoid the death blow and quickly regenerate their health.</li>
</ul>
<p><img class="size-full wp-image-2233 aligncenter" title="Protoss Counter Attacks by Chasing Down the Zerg Roaches" src="http://www.sc2blog.com/wp-content/uploads/2009/06/blinking_in.jpg" alt="Protoss Counter Attacks by Chasing Down the Zerg Roaches" width="597" height="332" /></p>
<ul>
<li>David proceeds with some <strong>Overlord </strong>hunting using his single<strong> Phoenix</strong>, but the Phoenix&#8217; true value is shown when its <strong>Graviton beam renders the Zerg Queen helpless</strong> while a <strong>Void Ray</strong> quickly melts it down at <span style="color: #ff6600;"><strong>11:00</strong></span>.</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-2242 aligncenter" title="Targetted assassination by the Phoenix/Void Ray combo" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Graviton.PNG" alt="Targetted assassination by the Phoenix/Void Ray combo" width="330" height="374" /></p>
<ul>
<li>Banelings deliver a <strong>massive blow to the Protoss economy </strong>at <span style="color: #ff6600;"><strong>12:00</strong></span>, evaporating around a dozen Probes in a second.</li>
<li>The Protoss, on the counter-attack, decide to cut through the destructible rocks and make a shorter land path to the Zerg base&#8230; only to run into more cleverly burrowed Banelings, which quickly obliterate an entire company of bunched up Zealots.</li>
<li> The Zerg employs its mind-controlling Infestor for the first time at <span style="color: #ff6600;"><strong>14:12</strong></span> to take control of the Protoss <strong>Immortal </strong>- a portent of things to come.</li>
<li>Total pwnage ensues at <span style="color: #ff6600;"><strong>15:55</strong></span> when two Neural Parasite controlled Colossi &#8220;team up&#8221; with a hoard of Zerglings to eradicate a large self-trapped Protoss force.</li>
</ul>
<p style="text-align: center;"><img class="size-full wp-image-2234 aligncenter" title="Neural Parasite is a decisive factor in this battle" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Zerg_Colossus.jpg" alt="Zerg Controlled Colossus" width="609" height="387" /></p>
<p>It&#8217;s at that very point of the Zerg&#8217;s triumph that the <em>true nature</em> of StarCraft becomes apparent. StarCraft 2 is first of all a macromanagement RTS, and virtually no amount of micromanaging will save a player lagging behind from defeat. The Protoss player has maintained an economic advantage throughout the game and is able to sustain heavy losses for the purpose of distracting his opponent while pressing the offensive on two other fronts, completely obliterating the Zerg&#8217;s economy just seconds after losing the major battle by warping forces right into the Zerg&#8217;s nearly-defenseless expansions. The Zerg quickly yields with a &#8220;gg&#8221; as this excellent match comes to an end.</p>
<p>This Battle Report represents StarCraft 2 a lot better than the previous two instances. Both players keep the pressure on each other throughout the match with every available resource, from the first Probe blocking the Zerg&#8217;s expansion to the Phoenix/Void Ray combo picking off key Zerg units. It&#8217;s very apparent that the Blizzard players have had a while to work on their game and have reached the point where they&#8217;re proficient with both the tactical and strategic aspects of it. No unit goes to waste and every ability is used to maximum utility, from the Stalkers&#8217; Blink to the Disruptors&#8217; well-placed Force Fields.</p>
<p style="text-align: center;"><img class="size-full wp-image-2245 aligncenter" title="Another successful use of Force Field keeps the Zerg defense forces outside the Zerg base" src="http://www.sc2blog.com/wp-content/uploads/2009/06/Forcefield-3.PNG" alt="Another successful use of Force Field keeps the Zerg defense forces outside the Zerg base" width="430" height="307" /></p>
<p>Disruptors are definitely the surprise of this game, being built and magnificently used by the Protoss player before any other unit, replacing the Zealot in its traditional role as the Protoss&#8217; first offensive unit. However, this does not mean that Disruptors are now <em>required</em> to play an effective Protoss game &#8211; both Zealots and Stalkers could easily be used alone or together in their stead to produce a viable early-game strategy.</p>
<p>With all signs pointing to the beta starting in the very near future, this Battle Report is great for exhibiting how far StarCraft 2 has already come. It shows that the game features all the strengths that made StarCraft 1 a masterpiece &#8211; and then adds some more into the mix.</p>
<p>Watch:</p>
<p><a href="http://www.starcraft2.com/features/battlereports/3.xml">Battle Report 3 on StarCraft2.com</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport3/SC2-battlereport-3_ESRB-downloader.exe">Download for Windows</a></p>
<p><a href="http://www.starcraft2.com/movies/battlereports/battlereport3/SC2-battlereport-3_ESRB-downloader.zip">Download for Mac</a></p>

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		<title>Karunology: EMP Vs Protoss Shields; Q&amp;A 52: MapMaker Series</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/lh3hbuIluzM/</link>
		<comments>http://www.sc2blog.com/2009/06/13/karunology-emp-vs-protoss-shields-qa-52-mapmaker-series/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 17:13:06 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Karunology]]></category>
		<category><![CDATA[ScumEdit]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2186</guid>
		<description><![CDATA[After a short hiatus in blue activity, Karune returns in full force to answer questions on the Battle.net forums, providing information on the latest changes to a few high-interest gameplay aspects: the Ghost and its abilities, the new Dark Pylon, and the High Templar&#8217;s new spell.
Starting with a long post about EMP and the ghost, [...]]]></description>
			<content:encoded><![CDATA[<p>After a short hiatus in blue activity, Karune returns in full force to answer questions on the Battle.net forums, providing information on the latest changes to a few high-interest gameplay aspects: the <strong>Ghost </strong>and its abilities, the new <strong>Dark Pylon</strong>, and the <strong>High Templar</strong>&#8217;s new spell.</p>
<p>Starting with a long post about EMP and the ghost, <a href="http://forums.battle.net/thread.html?topicId=17616155590&amp;amp;sid=3000&amp;amp;pageNo=1" target="_blank">Karune had this to say</a>:</p>
<blockquote><p><span style="color: #00ccff;">Yup, EMP is currently on the Ghost and <strong>does 100 shield damage</strong> to all units and drains all energy in that area of effect. Having a Ghost presence in any TvP match up is crucial, especially if there are casters in the opponent&#8217;s army. In the original StarCraft, the EMP used to kill all shield hit points, but since in StarCraft II the ability has been added to the Ghost, which is more easily attainable unit than in the original StarCraft, we have reduced it&#8217;s potency a bit.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">Plus a one-click ability that reduces an opposing army to half health near instantly isn&#8217;t something that we want to promote.</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2208 aligncenter" title="11 Vessles - harder to get than 11 Ghosts" src="http://www.sc2blog.com/wp-content/uploads/2009/06/sc-11sciencevessels.jpg" alt="11 Vessles - harder to get than 11 Ghosts" width="400" height="300" /></p>
<p>EMP, formerly a Science Vessel ability, has been made weaker due to its higher availability as a Ghost ability. However, at 100 shield damage, it still has the potential to wipe out the shields of entire Protoss armies, as there are few units with more than 100 shield points. Of course, there&#8217;s always the option of bringing multiple ghosts into a battle and making them focus their EMP efforts on one group. Karune does not particularly like this tactic, though:</p>
<blockquote><p><span style="color: #00ccff;">True, though that would be much more costly in terms of minerals/gas as well as time needed to have enough energy for EMPs. Furthermore, it would take slightly more micromanagement as well.</span></p></blockquote>
<p>Convinced?</p>
<p>It will remain to be seen how effective Ghosts are in Terran versus Protoss games and whether or not multiple EMP attacks on single targets will be cost effective. There is no doubt that Terran players will make use of several EMPing ghosts when engaging large packs of heavily shielded units &#8211; like <strong>Carriers </strong>- especially with lockdown no longer being a part of the game, as Karune reconfirmed:</p>
<blockquote><p><span style="color: #00ccff;"><span class="blue">No lockdown in multiplayer. </span></span></p></blockquote>
<p><span class="blue">Another interesting topic raised is the Protoss increased shield regeneration rate, which fits perfectly with the increased pace of the game. Not only do <strong>shields regenerate twice as fast </strong>out of combat, but <strong>Shield Batteries</strong>, reincarnated as the much more useful <strong>Obelisks</strong>, will certainly be more prominent in games now. &#8220;Obelisk&#8221; is the new name for the slightly less new Protoss building &#8211; the <strong>Dark Pylon</strong>, tuned down in power so that it no longer functions as a one stop shop for all Protoss needs.</span></p>
<blockquote><p><span style="color: #00ccff;">The Dark Pylon is now known as the Obelisk &#8211; primarily because it no longer cloaks units and no longer provides pylon power/supply. This change was mostly due to balance, since it is relatively easy to spam Dark Pylons everywhere and instantly have a Psi Storm recharge point to decimate incoming forces.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">The Obelisk is the new name for the Dark Pylon, and the Dark Shrine is the new name for the Dark Obelisk. The Obelisk still has the <span class="wikilink">probe</span> buff, but now also acts as a <span class="wikilink">shield</span> generator, and still has <span class="wikilink">Argus link</span> to transfer energy as well. The <span class="wikilink">cloak</span> ability has been removed from the Obelisk. The Dark Shrine remains the same in function, allowing the production of Dark Templars.</span><br />
<strong></strong><br />
<span style="color: #00ccff;">When put in a difficult situation, retreating with Protoss is a strategy that often times has to be used to recharge shields and regroup after attacks. Preserving Protoss units is particularly important because they are generally more expensive than the other races, have more hit points, and have that increased shield regeneration to help them fight another day.</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2201 aligncenter" title="Obelisk?" src="http://www.sc2blog.com/wp-content/uploads/2009/06/obelisk.jpg" alt="Obelisk?" width="219" height="218" /></p>
<p><span class="blue">Obelisks will undoubtedly be more abundant than Shield Batteries in StarCraft 2, as they provide both shield and energy points along with the Protoss&#8217; economy buff. Even though Obelisks do not count as proper Pylons anymore and cannot serve as Proxy Pylons, used to deploy troops from Warpgates or Phase Prisms in remote locations, they are still likely to see off-base use.<br />
</span></p>
<p>Karune was kind enough to assuage the fears of Protoss players, now dreading the Terran Infantry more than ever:</p>
<blockquote><p><span class="blue"><span style="color: #00ccff;">The Colossus would be the unit you are looking for. One Colossi will be able to kill a group of Marines (before shield upgrade) with one sweep of its lasers. Multiple Colossi, with upgraded laser range, will surely mess up the day of any Terran player who does mass infantry.</span></span><br />
<strong></strong><br />
<span style="color: #00ccff;">If Protoss players do tech towards the Colossus, they will also have access to observers very early, giving them early warning to when the Ghost is in play and where it may be shooting its EMP from. </span></p></blockquote>
<p><span style="color: #00ccff;"><img class="aligncenter size-full wp-image-2197" title="Colossus wiping out Terran Marines with a single pass of his beam" src="http://www.sc2blog.com/wp-content/uploads/2009/06/colossus-wipe.jpg" alt="Colossus wiping out Terran Marines with a single pass of his beam" width="602" height="538" /><br />
</span></p>
<p>Moving on, some more news about everyone&#8217;s favorite lightning-powered caster, the High Templar:</p>
<blockquote><p><span style="color: #00ccff;">Time Bomb is now known as the Temporal Rift and is cast by the High Templar. </span><br />
<strong></strong><br />
<span style="color: #00ccff;">Plasma Surge is no longer in the multiplayer version of the game, but will still be in the editor. </span></p></blockquote>
<p><img class="aligncenter size-full wp-image-2200" title="I am protected." src="http://www.sc2blog.com/wp-content/uploads/2009/06/time-bomb.jpg" alt="I am protected." width="601" height="467" /></p>
<p>Time Bomb, previously a <strong>Mothership </strong>ability &#8211; demonstrated way back in the original StarCraft 2 introduction video, is gone from the game, replaced with the more mundane &#8220;Temporal Rift&#8221;. <a href="http://forums.battle.net/thread.html?topicId=17730083840&amp;postId=177283389279#177283389279" target="_blank">What does it do, Cydra</a>?</p>
<blockquote><p><span style="color: #00ccff;">Temporal Rift creates a distortion field at the target location. Ground units caught inside of this field have their movement speed, attack speed, and ability cast times slowed by half. And it lasts 30 seconds.</span></p></blockquote>
<p>No longer will missiles slow to a crawl when meeting the huge time distortion field created by the dreaded Mothership. Instead, the High Templar has been granted a <strong>glorified, area of effect, slow spell</strong>. Coupled with Psi Storm, this ability can be devastating to the affected troops which will have a hard time moving away from underneath the surging lightning bolts or the Colossus&#8217; earth-scorching beam.</p>
<p style="text-align: center;">***</p>
<p>Today, Blizzard has also released the <a href="http://forums.battle.net/thread.html?topicId=17779588788&amp;postId=177777992218">52nd installment of the Q&amp;A series</a>. This batch belongs to the Map Maker series and spans 8 map creation and custom script programming related questions.</p>
<blockquote><p><strong>1. Does it still use the JASS language, or perhaps an upgraded version of JASS?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.</span><br />
<strong></strong><br />
<strong>2. Is the language event-driven or object-oriented?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.</span></p></blockquote>
<p>Blizzard has finally named the puppy publically: the <span style="color: #ff6600;"><strong>Galaxy </strong></span>scripting language. A fitting name for a tool so often described as able to alter any property and behavior in the StarCraft 2 Universe.</p>
<blockquote><p><strong>3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won&#8217;t be a user-friendly process.</span></p></blockquote>
<p>StarCraft 2 is unlikely to gather a massive <a href="http://wowui.incgamers.com/">UI modding community</a> like WoW has, but since the possibility of UI modding exists, we will , no doubt, see detailed manuals pop-up after a few brave and clever souls document the process.</p>
<blockquote><p><strong>4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?</strong></p>
<p><strong></strong><br />
<span style="color: #00ccff;">I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.</span><br />
<strong></strong><br />
<strong>5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.</span><br />
<strong></strong><br />
<strong>6. How does &#8220;Hero&#8221; support differ from the Warcraft III Editor? Or is it practically identical?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.</span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/06/dota_allstars.jpg"><img class="size-full wp-image-2206 aligncenter" title="Dota Allstars Background" src="http://www.sc2blog.com/wp-content/uploads/2009/06/dota_allstars.jpg" alt="Dota Allstars Background" width="500" height="374" /></a></p>
<p>The inevitability, and Blizzard&#8217;s own encouragement, of a StarCraft 2 DoTA mod is clear to anyone following the trail of Q&amp;As since the announcement of Scumedit. DoTA has become an important and integral part of the professional (and mainstream) WarCraft 3 scene, and the creation of a similar mod will definitely contribute a lot to the StarCraft 2 gaming community.</p>
<blockquote><p><strong>7. Will there be a public API for the programming language?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.</span><br />
<strong></strong><br />
<strong>8. Will there be improvements on the &#8220;Garbage Collector&#8221; for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.</span></p></blockquote>
<p>Everything about <em>Scumedit </em>and <em>Galaxy </em>is bigger, better and more robust; it is the eventuality of 10 years of modding and map creation coupled with Blizzard&#8217;s own ideas for improving these aspects of StarCraft. It will be interesting to see just how far modders take this new tool and whether or not they are able to one-up the legendary DoTA.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/qf1D0EqC2TRxtUfNNYJRYFiIHKE/0/da"><img src="http://feedads.g.doubleclick.net/~a/qf1D0EqC2TRxtUfNNYJRYFiIHKE/0/di" border="0" ismap="true"></img></a><br/>
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</div><img src="http://feeds.feedburner.com/~r/StarCraft-2/~4/lh3hbuIluzM" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>StarCraft 2 Beta Key Contests: 38 Beta Keys to Earn</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/pbzu0VIM28w/</link>
		<comments>http://www.sc2blog.com/2009/06/03/starcraft-2-beta-key-contests-38-beta-keys-to-earn/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 21:56:21 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2169</guid>
		<description><![CDATA[Beta season is on the horizon! A total of 38 StarCraft 2 beta keys will be given out by TeamLiquid and SC2Forums, so if you&#8217;re capable of making videos, baking cakes or are willing to write an extensive StarCraft guide, now is your time to shine.

The video contest, taking place between the 1st and 14th [...]]]></description>
			<content:encoded><![CDATA[<p>Beta season is on the horizon! A total of <strong>38 StarCraft 2 beta keys</strong> will be given out by <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=94466">TeamLiquid</a> and <a href="http://www.starcraft2forum.org/forums/view.php?pg=starcraft2contest">SC2Forums</a>, so if you&#8217;re capable of making videos, baking cakes or are willing to write an extensive StarCraft guide, now is your time to shine.</p>
<p style="text-align: center;"><img class="size-full wp-image-2174 aligncenter" title="StarCraft 2 Beta Key Contest" src="http://www.sc2blog.com/wp-content/uploads/2009/06/sc2contest.jpg" alt="StarCraft 2 Beta Key Contest" width="560" height="160" /></p>
<p>The video contest, taking place between the 1st and 14th of the June, asks fans to submit StarCraft related videos on the following subjects:</p>
<ul>
<li><strong>Outpost Outtakes</strong>:<br />
Best podcast oriented video. Examples would include (but are not limited to) a webcam show, a creative commentary on a match, or a voice-over of an existing StarCraft cinematic.</li>
<li><strong>I&#8217;m an &#8220;SC&#8221;</strong>:<br />
Best fan-made StarCraft 2 commercial.</li>
<li><strong>Psi Report</strong>:<br />
Best &#8220;coverage&#8221; of StarCraft 2&#8217;s release. Should be in news broadcast format. Examples would include a reporter covering StarCraft 2&#8217;s release or interviewing fans about it.</li>
<li><strong>Auir&#8217;s Funniest Videos</strong>:<br />
Best general comedy video.</li>
<li><strong>Carapace of Creativity</strong>:<br />
Most creative overall video.</li>
<li><strong>Mutalisk Muse</strong>:<br />
Best cover of a StarCraft theme or StarCraft music video.</li>
</ul>
<p>For instance, here&#8217;s the first person to camp out for StarCraft 2&#8230;</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/_YpHWKbGdfU" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/_YpHWKbGdfU" /></object></p>
<p>Here&#8217;s the quick <strong>rules </strong>briefing:</p>
<ul>
<li>Minimum 720&#215;480 resolution.</li>
<li>Minimum length 1:00, maximum length 3:00 (Not strict).</li>
<li>Can be submitted via YouTube, etc. but must be available upon request in avi video format.</li>
<li>Must be StarCraft related.</li>
<li>Must be PG rated (no excessive violence, profanity, nudity, etc.).</li>
<li>No illegal acts may be displayed in the video.</li>
<li>Submitted videos must be original content and not include copyrighted material outside of Blizzard Entertainment owned entities (this includes music).</li>
<li>All videos must be submitted by June 22nd, 2009.</li>
</ul>
<p>Check out SC2Forum&#8217;s full video contest and signup details and more creative samples on the <a href="http://www.starcraft2forum.org/forums/view.php?pg=starcraft2contest" target="_blank">contest page</a>.</p>
<p style="text-align: center;"><img class="size-full wp-image-2172 aligncenter" title="StarCraft 2 Beta Key Banner" src="http://www.sc2blog.com/wp-content/uploads/2009/06/betakeybanner.jpg" alt="StarCraft 2 Beta Key Banner" width="574" height="191" /></p>
<p>Team Liquid&#8217;s <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=94466">20 key giveaway contest is a bit more diverse</a>, allowing players to bake, write or win their way into the coveted beta.</p>
<ul>
<li><strong>Bake a cake</strong> (or similar original StarCraft inspired pastry)</li>
<li><strong>Write a guide</strong></li>
<li>Join a multi-discipline<strong> StarCraft tournament</strong> series.</li>
</ul>
<p>Both sites have slightly adjusted their initial contest schedules, have published eligibility rules and participation requirements  (for instance, players from China can&#8217;t participate in TL&#8217;s tournament) &#8211; so be sure that you&#8217;re in the green before applying.</p>

<p><a href="http://feedads.g.doubleclick.net/~a/ITybBvm1Mlnk1Lhvb_deKA-uoWo/0/da"><img src="http://feedads.g.doubleclick.net/~a/ITybBvm1Mlnk1Lhvb_deKA-uoWo/0/di" border="0" ismap="true"></img></a><br/>
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<a href="http://feeds.feedburner.com/~ff/StarCraft-2?a=pbzu0VIM28w:LniifO7I8VI:D7DqB2pKExk"><img src="http://feeds.feedburner.com/~ff/StarCraft-2?i=pbzu0VIM28w:LniifO7I8VI:D7DqB2pKExk" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/StarCraft-2?a=pbzu0VIM28w:LniifO7I8VI:gIN9vFwOqvQ"><img src="http://feeds.feedburner.com/~ff/StarCraft-2?i=pbzu0VIM28w:LniifO7I8VI:gIN9vFwOqvQ" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/StarCraft-2?a=pbzu0VIM28w:LniifO7I8VI:V_sGLiPBpWU"><img src="http://feeds.feedburner.com/~ff/StarCraft-2?i=pbzu0VIM28w:LniifO7I8VI:V_sGLiPBpWU" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/StarCraft-2?a=pbzu0VIM28w:LniifO7I8VI:I9og5sOYxJI"><img src="http://feeds.feedburner.com/~ff/StarCraft-2?d=I9og5sOYxJI" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/StarCraft-2/~4/pbzu0VIM28w" height="1" width="1"/>]]></content:encoded>
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		<title>Death Animations, StarCraft 2 Q&amp;A 51 and Fansite Q&amp;A 5</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/i5N3rwdZMXE/</link>
		<comments>http://www.sc2blog.com/2009/05/29/death-animations-starcraft-2-qa-51-and-fansite-qa-5/#comments</comments>
		<pubDate>Fri, 29 May 2009 20:51:05 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2134</guid>
		<description><![CDATA[Karune, Blizzard&#8217;s RTS Community Manager, has posted a brand new Q&#38;A batch on Battle.net. This one includes a special &#8220;Chat with Devs&#8221; section, dedicated solely to StarCraft 2&#8217;s new death animations.
Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on [...]]]></description>
			<content:encoded><![CDATA[<p>Karune, Blizzard&#8217;s RTS Community Manager, has posted a <a href="http://forums.battle.net/thread.html?topicId=17367809543&#038;sid=3000">brand new Q&amp;A batch on Battle.net</a>. This one includes a special &#8220;Chat with Devs&#8221; section, dedicated solely to StarCraft 2&#8217;s new death animations.</p>
<blockquote><p>Chat with Devs: <span style="color: #00ccff;">Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.</span><br />
<a href="http://www.starcraft2.com/features/misc/deathanimations.xml">http://www.starcraft2.com/features/misc/deathanimations.xml</a></p></blockquote>
<p>The artistic effort behind these death animations was first mentioned in June 2008, when <a href="http://www.sc2blog.com/2008/06/11/starcraft-2-qa-40-aa-battlecrusiers-death-animations/">Karune stated that</a></p>
<blockquote><p><span style="color: #00ccff;">&#8220;</span><span style="color: #00ccff;">currently, <strong>we are looking to have different types of death animations available for multiplayer than will be present for the single player campaign</strong>.&#8221;</span></p></blockquote>
<p style="text-align: center;"><img class="size-full wp-image-2135 aligncenter" title="That's Hot" src="http://www.sc2blog.com/wp-content/uploads/2009/05/hot_hydralisks.jpg" alt="That's Hot" width="471" height="219" /></p>
<p>And again in January this year, when the  <a href="http://www.sc2blog.com/2009/01/23/qa-48-macro-complicates-no-daynight-in-multiplayer/">Chat with Devs section included the following</a> graphic descriptions:</p>
<blockquote><p><span style="color: #00ccff;">The art team has been adding several <strong>new death animations for units</strong> 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.</span></p></blockquote>
<p>So be sure to <a href="http://www.starcraft2.com/features/misc/deathanimations.xml">check out the neat, short video</a> that Blizzard&#8217;s Devs put up to demonstrate the art team&#8217;s recent efforts.</p>
<blockquote><p><strong>1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?<br />
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L &amp; i), it&#8217;s a little difficult.</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.</span></p></blockquote>
<p>A naming policy (except for profanity, racism, etc&#8230; ) for a futuristic RTS title would definitely be a first. Blizzard has implemented a rather strict naming policy in World of Warcraft due to its RPGish nature, but we highly doubt that it&#8217;ll find its way into the StarCraft world&#8230;. unless&#8230;<em> <a href="http://www.massively.com/2009/02/12/jeff-kaplan-leaving-world-of-warcraft-for-next-gen-blizzard-mmo/">use your imagination</a>.<br />
</em></p>
<blockquote><p>2. <strong>StarCraft 2&#8217;s terrain properties such as Xel&#8217;Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.</span><br />
<strong></strong><br />
3. <strong>Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Replay files do not include audio. However you will be able to see all text chats while you are watching replay.</span></p></blockquote>
<p><strong>If </strong>Blizzard actually deploys a proprietary StarCraft 2 audio communication solution, there is no real technical reason not to allow an audio recording to be attached to the replay file that players get at the end of the match, so it&#8217;s quite a shame that it is not being presently considered. If Blizzard does not provide its own tool for recording the audio during battles, it&#8217;s likely players will keep using external tools for either recording voice or even for communicating, forgoing the use of Blizzard&#8217;s system completely.</p>
<blockquote><p>4. <strong>You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.</span><br />
<strong></strong><br />
5.<strong> The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Information Box for Observers and Replay viewers" src="http://www.sc2blog.com/wp-content/uploads/2009/04/mules.jpg" alt="" width="552" height="335" /></p>
<blockquote><p>6. <strong>StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.</span></p></blockquote>
<p>Blizzard has officially confirmed that the beta will include:</p>
<ul>
<li>Multiplayer via Battle.net 2.0</li>
<li>Replay viewer</li>
<li>Map Editor</li>
<li>No Campaign</li>
<li><span style="color: #ff6600;"><strong>Player versus AI</strong><strong></strong></span></li>
</ul>
<p>Blizzard has also released the 5th installation of the Fansite Q&amp;A series, answering questions mailed in by <a href="http://www.sc2armory.com/forums/topic/6974">the SC2Armory community</a>.</p>
<blockquote><p><strong>1) Blizzard, how attached are you guys to the proton charge/mule extra macro-for-money system? I know nothing is set in stone at this point, but will these mechanics in all likelihood make it into the final game?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">This is a mechanic that we would like to keep if possible. Because the game is not yet in beta phase, there may still be tweaks and changes to these mechanics, but we are looking forward to players trying it out themselves in beta. We will continue testing the macro mechanics internally and we really want to see how the players will adopt these mechanics into their gameplay.</span></p></blockquote>
<p>StarCraft 2&#8217;s new macro mechanics are expected to be tweaked and balanced heavily during the beta, but are very unlikely to be removed. Blizzard has every reason to get &#8220;attached&#8221; to these tools, since they provide an elegant solution to the over-automation that many gamers have complained about prior to <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">the mechanics&#8217; introduction in February</a> this year.</p>
<blockquote><p><strong>2) With missile barrage and Yamato cannon, Battlecruisers&#8217; can deal with most threats. My question is, how effectively can a Battlecruiser be countered? How well do Hydralisks, Void Rays, and Vikings work vs Missile barrage?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Hydralisks are easily the Zerg&#8217;s most important ground unit against air, including Battlecruisers. Void rays can be a good Protoss counter for battlecruiser, with focused fire and increasing damage over time on its attack. In fighter mode, the Terran viking does +10 damage against massive units like the battlecruiser.</span><br />
<strong></strong><br />
<strong>3) Brood War Mutalisk micromanagement is an important aspect of the Terran vs. Zerg match up. Blizzard has been reported to be trying to implement some form of the Mutalisk stacking bug. My question is, how well do Terrans deal with stacked Mutalisks now that Irradiate is no longer in the game, Medics are higher tier, and a single control group can consist of much more then the eleven Mutalisks currently in StarCraft: Brood War?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The ghost&#8217;s snipe shot, which deals 60 damage (and ignores armor) to biological units like the mutalisk, can be a good defensive ability. The Thor&#8217;s anti-air attack also has +2 damage against Mutalisk&#8217;s Light armor. Additionally, the nighthawk&#8217;s hunter seeker missile gives splash damage, making it a great counter against mutalisk stacking, considering it does 150 damage.</span> <span style="color: #ff6600;"><strong>One missile can effectively 1-shot a whole stack of mutalisks if the zerg player does not try to dodge the missile.</strong></span> <span style="color: #00ccff;">Even though players can group up many more than 12 mutalisks in a stack now, with abilities like the Hunter Seeker missile on the field, they may still want to think twice about it.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Semi - stacked Mutalisk Ready for AoE" src="http://www.sc2blog.com/wp-content/uploads/2008/08/mutalisks3.jpg" alt="" width="510" height="348" /></p>
<p>Well, that&#8217;s straightforward. Yes, we will allow Zerg players to stack a LOT of Mutalisks and use that to their advantage, just like in SC: BW. Yes, the Terrans get an instakill AoE banhammer to deal with the aforementioned menace<strong>.</strong></p>
<blockquote><p><strong>4) When the Corrupters attack turns enemy flyers into &#8220;turrets&#8221; does the unit turned effect damage? In other words would a corrupted mutalisk do any less damage than a corrupted Battlecruiser or Mothership?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Once they are corrupted, all corrupted units will do the same damage.</span><br />
<strong></strong><br />
<strong>5) If the Zerg Infestor uses neural parasite on a unit, will that unit still have all upgrades / abilities if the player researched them?</strong><br />
<strong></strong> <span style="color: #00ccff;"><br />
Yes, the parasited unit will have all upgrades / abilities.</span></p></blockquote>
<p style="text-align: left;">Neural Parasite, the Zerg&#8217;s short-term late-game mind control ability, is not likely to see much play in intense 1v1 skirmish games, and there&#8217;s little, if any, reason to present limitations or nerfs on the controlled units. Prime targets would undoubtedly be casters; wasting the enemy unit&#8217;s energy and getting it killed in the process could become a viable late-game strategy for dealing with Protoss Templars and Terran Ravens.</p>
<blockquote>
<p style="text-align: left;">6) <strong>Goliath could benefit from the Charon Boosters in SC:BW, However the Goliath is now replaced by the Viking (air mode) as AtA unit. Is there still any range increase going to happen for the Viking, to extend it&#8217;s missile range like the Goliath, or is it presumed unnecessary because Vikings can truly fly (and thus not limited in mobility)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">There is currently no range upgrade for the viking. However, vikings can still move in and out combat by shifting modes. In regards to the unit&#8217;s mobility, vikings will be much better than the original StarCraft&#8217;s goliath due to its new transformation abilities.</span><br />
<strong></strong><br />
7) <strong>When we were told EMP was removed from the Ghost, it wasn&#8217;t mentioned what, if any, spell/ability would replace it. Can you comment on the current spells and abilities of the Ghost? And is EMP still a possibility for the game, whether on the Ghost or any other unit?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The ghost has regained the <strong>EMP ability again and EMP now does 100 damage to shields and drains all energy from player&#8217;s own and enemy units in the targeted area</strong>.</span><br />
<strong></strong><br />
8 ) <strong>Can Blizzard give a well detailed explanation on how the new mechanic of the ability hallucination work. It was said that it can spawn 8 fake probes, how many then to other units? Zealots, stalkers, immortals, air units? Can it be used on allies (Zerg and Terrans)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">By using 100 energy, you can spawn one of these sets: 2 zealots, 2 stalkers, 1 immortal, 2 high templars, 1 archon, 1 void ray, 1 phoenix, 1 warp prism, or 1 colossus. You can only spawn Protoss units</span>
</p></blockquote>
<p>It&#8217;s not entirely clear why this semi-nerfed version was put in place of the more powerful version originally suggested for StarCraft 2. Hallucination was a rarely used spell due to its direct competition with the dreaded <strong>Psi Storm</strong> and it&#8217;s highly unlikely to see anyone using it to create a single paper Immortal.</p>
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		<item>
		<title>New Hi-Res Screenshots, Korean Impressions, Fansite Q&amp;A 4</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/80rGB2rli74/</link>
		<comments>http://www.sc2blog.com/2009/05/26/new-hi-res-screenshots-korean-impressions-fansite-qa-4/#comments</comments>
		<pubDate>Tue, 26 May 2009 18:02:54 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[GamePlay]]></category>
		<category><![CDATA[Pictures]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Units]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2082</guid>
		<description><![CDATA[This weekend, GameMeca and PlayXP, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite Q &#38; A session via SCLegacy, spanning 9 questions, though revealing little new information.

GameMeca&#8217;s article has [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend, <a href="http://www.gamemeca.com/pc/review_view.html?page=1&amp;genre_code=&amp;search_kind=&amp;search_text=&amp;chr_from=&amp;chr_to=&amp;order=isrt_date&amp;seq=1187&amp;gm_id=gm0003555&amp;subpage=1">GameMeca </a>and <a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP</a>, two Korean gaming websites, have published extensive hands-on impression articles and have released numerous new StarCraft 2 screenshots which were taken during a event in South Korea. Blizzard has also released a new Fansite<a href="http://sclegacy.com/news/23-sc2/376-scl-exclusive-fansite-qaa"> Q &amp; A session via SCLegacy</a>, spanning 9 questions, though revealing little new information.</p>
<p><img class="aligncenter" title="South Korean Press Event" src="http://www.sc2blog.com/wp-content/uploads/2009/05/korean_event.jpg" alt="South Korean Press Event" width="598" height="399" /></p>
<p>GameMeca&#8217;s article has been <a href="http://sclegacy.com/news/23-sc2/386-gamemeca-starcraft-ii-impressions">translated by SCLegacy&#8217;s editors</a> (<a href="http://sc2blog.com/wp-content/uploads/2009/05/GameMeca.pdf">download the article in PDF version here)</a>. The lengthy article hasn&#8217;t revealed any drastic changes in the latest StarCraft 2 build; however, some observations are worth noting.</p>
<blockquote><p>The amazing truth is that there was no loading time. Like eating rice after putting it in water <span style="color: #ffcc99;">(a common way for Koreans to cool down rice instantly while not altering the flavor SC:L)</span> the loading time was over almost instantly</p></blockquote>
<p>It appears that Blizzard&#8217;s developers have opted for pre-caching the game&#8217;s map data, graphics and engine during the players&#8217; stay in the game waiting room, prior to the actual match. This is a welcome improvement over current models, and it won&#8217;t be surprising to see more developers following in Blizzard&#8217;s footsteps in newer games.</p>
<blockquote><p>&#8230;.the game being host to a fast sense of speed. From the speed of Probes mining minerals to the movement and <strong>attack speeds of the Zealots and Zerglings, and also the rate at which units killed and died in the middle of a battle. The speed was approximately 1.5 times faster than the current</strong> ‘Star’.</p></blockquote>
<p>The above statement is in line with Blizzard&#8217;s own statements regarding average game length expectations and what&#8217;s been <a href="http://www.sc2blog.com/category/battle-report/">observed in the Battle Reports</a>. Games are furiously fast, and army collisions often result in immediate and heavy damages due to the abundance of splash and AoE dishing units and the overall increase in game pace.</p>
<blockquote><p>The graphics quality probably will not surpass those of the recently released RTS, ‘Warhammer 40K, Dawn of War2’, but its refined, polished look and the light, warm colors give the whole game a graceful, pristine feel</p></blockquote>
<p>StarCraft 2 is not  graphically inferior to contemporary RTS titles, especially after the recently implemented model and texture upgrades. Having participated in <a href="http://www.dawnofwar2.com">DoW2&#8242;</a>s beta, we&#8217;ve enjoyed the killing blow animations and explosive effects of Dawn of War 2, but there&#8217;s little, if any, <em><strong>need</strong></em> for improvement to StarCraft 2&#8217;s graphics.</p>
<p align="center"><img title="Protoss and Swarm Clash - StarCraft 2' graphics" src="http://www.sc2blog.com/wp-content/uploads/2009/05/protoss_swarm_clash.jpg" alt="Protoss and Swarm Clash - StarCraft 2' graphics" width="556" height="382" /></p>
<blockquote><p>&#8230;when multiple workers were selected and one mineral was clicked, instead of rushing all to that one mineral <strong>they all spread out, going in different directions</strong> like the good friends they are.</p></blockquote>
<p>And so passes the ancient art of first-second worker control.</p>
<blockquote><p>Next is the ability to hotkey multiple selections and squads. The original selection cap of only 12 multiple selections has increased to 24, and when selecting with hotkeys it was possible to go above the 24 limit. If 25 Zealots were set to hotkey number 1, the space that showed unit details said 24 units were set to hotkey 1 and the leftover one unit was set to hotkey 2.</p></blockquote>
<p>There is no limit on the number of selected units. However, hot-keyed control groups are limited to 24 units each, with the game automatically assigning the &#8220;overflow&#8221; units to the next control group number.</p>
<blockquote><p>&#8230; when multiple buildings were selected it was necessary to press the unit production button as many times as the number of buildings.</p>
<p>It was because if you pressed the button once, the first of the selected buildings started producing, and if you pressed another time the second building produced and so on. It was the same for unit upgrades, like in the case of 10 hydras. If all ten were selected, you needed to press the Lurker button 10 times to make all ten into Lurkers.</p></blockquote>
<p>The above mechanism is an example of the sort of brilliant decisions that make Blizzard games what they are. Players are provided with a comfortable, &#8220;automated&#8221; way of selecting multiple units and buildings, yet are given full control over the number and types of units produced/upgraded. Pressing one button does not create a horde of identical units, but players are not denied the option of producing from groups of buildings via hotkeys either.</p>
<p><a href="http://www.playxp.com/sc2/news/view.php?article_id=1827463">PlayXP has published</a> six super hi-res shots:</p>
<p align="center">
<a href="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide.jpg"><img class="size-thumbnail wp-image-2091 alignleft" title="Thors and Ultralisk Collide in Epic Battle" src="http://www.sc2blog.com/wp-content/uploads/2009/05/thors_ultralisks_collide-150x150.jpg" alt="Thors and Ultralisk Collide in Epic Battle" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada.jpg"><img class="size-thumbnail wp-image-2090 alignleft" title="Terran Air Armada" src="http://www.sc2blog.com/wp-content/uploads/2009/05/terran_aramada-150x150.jpg" alt="Terran Air Armada" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid.jpg"><img class="size-thumbnail wp-image-2089 alignleft" title="Raiders Raid a Zerg Worker Line" src="http://www.sc2blog.com/wp-content/uploads/2009/05/raiders_raid-150x150.jpg" alt="Raiders Raid a Zerg Worker Line" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings.jpg"><img class="size-thumbnail wp-image-2088 alignleft" title="Zerg Going Old School Mutaling" src="http://www.sc2blog.com/wp-content/uploads/2009/05/mutalings-150x150.jpg" alt="Zerg Going Old School Mutaling" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans.jpg"><img class="size-thumbnail wp-image-2087 alignleft" title="Protoss Colossi Fight Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/colossi_on_terrans-150x150.jpg" alt="Protoss Colossi Fight Terrans" width="150" height="150" /></a><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords.jpg"><img class="size-thumbnail wp-image-2086 alignleft" title="Brood Lords Swarm Terrans" src="http://www.sc2blog.com/wp-content/uploads/2009/05/brood_lords-150x150.jpg" alt="Brood Lords Swarm Terrans" width="150" height="150" /></a>
</p>
<p>SC:L&#8217;s Fansite Q&amp;A clarifies several moot points, mainly on aspects either inherited from StarCraft 1 or left unclear after previously being discussed in a vague manner during StarCraft 2&#8217;s development.</p>
<blockquote><p>1. <strong>Are any other units aside from the Dark Templar going to have multiple models (ie. male and female Ghosts)?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Currently, we&#8217;re not considering any other units for multiple models.</span><br />
<strong></strong><br />
2. <strong>In the original StarCraft and Brood War, Carriers have been very rarely used for competitive matches due to their ineffectiveness in small numbers because of their critical mass effect. Up until now, what changes or ideas have played with to increase their effectiveness in small numbers with or without other ships for support, and what is the current status on the Carrier? Also, what about the Battlecruiser?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">In general, it&#8217;s still better if you have as many carriers or battlecruisers as possible in the battle. However, small numbers of carriers or battlecruisers will be still very useful for supporting both ground and air units.</span><br />
<strong></strong><br />
<strong>3. We were told recently that workers can&#8217;t patrol. This makes SCV auto-repair a lot less useful. (In Warcraft III, you could set a worker to patrol, and it would auto-repair any damaged buildings or mechanical units nearby. Great for keeping towers (and bunkers!) alive.)</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">SCVs can patrol, so if you activate auto-casting of the SCV&#8217;s repair ability, that SCV will repair damaged buildings or units it encounters while on patrol. The SCV will repair nearby units and buildings and continue its designated patrol pattern again after the repairs are complete.</span></p></blockquote>
<p>Players will be able to assign SCVs to repair duty, leaving another repetitive StarCraft 1 chore behind. This will be a handy tool for frequently raided expansions and stretched. turtled defense lines.</p>
<blockquote><p><strong>4. What use does the Overlord usually see versus the Nydus Worm? That is, in what capacity is each transport mechanic used?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">It all depends on a player&#8217;s choice in each case. When you want try out a sneaky and clever attack on the enemy&#8217;s base, the nydus worm can be useful in that role as a more tactical and general choice for harassing the enemy&#8217;s economy. However, you can also use a mass overlord drop just like the original StarCraft, for an aggressive, all-out attack. However, the overlord drop is riskier, as you&#8217;re putting much of your supply and the cargo in jeopardy if you encounter strong anti-air defense.</span><br />
<strong></strong><br />
<strong>5. Can Thors or Colossi be transported in any way?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thors and colossi can be transported by each race&#8217;s transportation units: the medivac and the warp prism.</span></p></blockquote>
<p align="center">
<img class="aligncenter" title="Thor is as Big as Barracks. " src="http://www.sc2blog.com/wp-content/uploads/2008/12/thorbig.jpg" alt="" width="520" height="274" />
</p>
<p>Thors being transported by anything short of a Battlecruiser constitutes a major realism issue. Thors are huge not only visually, but &#8220;by design&#8221;, so to speak. Two Reavers were never small enough to fit in a shuttle, but a Reaver was never perceived as a multi-cannon front-line behemoth like the Thor is. Carrying a Thor <em>inside</em> the Medivac <strong><em>reverses Blizzard&#8217;s long time decision of making the Thor untransportable</em>.</strong></p>
<blockquote><p><strong>6. How do you use the Thor&#8217;s resurrection ability? Does it cost resources to use?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">Thor doesn&#8217;t have the resurrection ability any more in the current build. While the mechanic was a cool idea on paper, it didn&#8217;t end up being especially practical when we tried it in internal playtesting.</span><br />
<strong></strong><br />
<strong>7. How has more efficient AI and pathfinding affected the game? Does it make the game easier?<br />
</strong><strong></strong><br />
<span style="color: #00ccff;">AI in StarCraft II is much more developed from the original StarCraft. For example, the computer is required to scout to find you now in every difficulty mode. In higher difficulty modes, the AI will adapt to what it sees you are building to counter your selected strategy with key units of their own. This means that the computer no longer cheats as far as &#8220;knowing&#8221; where you are and what you&#8217;re doing. It can only react to what it sees when their scouts find your units and bases.</span></p>
<p><span style="color: #00ccff;">The pathfinding is also much improved in StarCraft II, which will reduce some frustration when directing your units to move long distances around varying terrain. Certain melee units are also smarter about attempting to surround enemies, but we don&#8217;t believe this makes the game &#8220;easier.&#8221; Players who choose to micro their armies will still have an advantage.</span><br />
<strong></strong><br />
<strong>8. I would like to know if the MULE can repair air units and lifted-off buildings, and in turn, could we see MULEs being called down in the front lines to repair Battlecruisers and Thors or in the corner of the map to repair a burning Command Center that was lifted off to escape an attack? Also, at what rate does a MULE repair? Faster or slower than an SCV?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">The mule is only for gathering minerals or scouting. You cannot repair units or structures with the mule.</span><br />
<strong></strong><br />
<strong>9. Regarding the &#8220;Discussion with Artosis and Idra&#8221; video &#8211; does their prediction that Zerg vs. Zerg is degrading into &#8220;Roach spam&#8221; have any validity? Will ZvZ matchups frequent a more diverse selection of units beyond Zerglings, Roaches, and Mutalisks?</strong><br />
<strong></strong><br />
<span style="color: #00ccff;">We would like to see as many units as possible being used in the battle, instead of some selected units like zerglings, roaches, and mutalisks. We are still polishing and balancing units including the roach, and hope to see how the players will make various combinations of units during the beta.</span></p></blockquote>
<p>Blizzard has made it clear that they&#8217;re comitted to preventing all possible match-ups from &#8220;deteriorating&#8221; into battles involving 2-3 units many times before. Unit spam is a core issue which plagues the majority of existing RTS titles, and solutions require <em>a lot of testing, feedback and balancing</em> &#8211; the main goals of the upcoming beta.</p>

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		<title>BlizzCon Tickets Sold Out Ridiculously Fast; Brace for Batch #2</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/bg34eHy1qww/</link>
		<comments>http://www.sc2blog.com/2009/05/20/blizzcon-tickets-sold-out-ridiculously-fast-brace-for-batch-2/#comments</comments>
		<pubDate>Wed, 20 May 2009 14:05:54 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2064</guid>
		<description><![CDATA[If, at any point, you find yourself running a multi-billion dollar company which throws up a self-promotional annual event, sells attendance tickets at $125 a pop&#8230; and they sell out in 15 seconds, you&#8217;ve probably done something extremely right.

While these might not be Michael Morhaime&#8217;s exact thoughts, Blizzard deserves credit for having BlizzCon tickets sold [...]]]></description>
			<content:encoded><![CDATA[<p>If, at any point, you find yourself running a multi-billion dollar company which throws up a <a href="http://www.blizzard.com/blizzcon/index.xml" target="_blank">self-promotional annual event</a>, sells attendance tickets at $125 a pop&#8230; and they sell out in 15 seconds, you&#8217;ve probably done something extremely right.</p>
<p style="text-align: center;"><img class="size-full wp-image-2072 aligncenter" title="Plenty of Reasons to Smile" src="http://www.sc2blog.com/wp-content/uploads/2009/05/michaelsblizzcon.jpg" alt="Plenty of Reasons to Smile" width="572" height="271" /></p>
<p>While these might not be Michael Morhaime&#8217;s exact thoughts, Blizzard deserves credit for having BlizzCon tickets sold out within seconds of becoming available. Although it was not &#8220;officially&#8221; confirmed, an <a href="http://www.incgamers.com/News/16421/BlizzConTicketsSoldOutIn15Seconds">experiment run by IncGamers</a> provides some justification for the <a href="http://www.sc2blog.com/2009/05/07/starcraft-2-beta-faq-fansite-qa-blizzcon-ticket-queue/">strange ticket queue system</a> that Blizzard had used.</p>
<blockquote><p>A staff member of IncGamers tried the new system and refreshed the site every second before sales opening. Four seconds after the sales had started, the queue was over 2.500 buyers long, and 10 seconds later the queue was full. The actual queue time to pay the tickets took about 30 minutes. Every fan in the queue could buy up to five tickets.</p></blockquote>
<p>The event is planned to take place in a convention centre fit to accomodate nearly 30,000 people, and the rest of the tickets (A guesstimate total of 10,000-14,000) will be realeased in a second batch ten days from now, on May 30th. Keep your wallets close by &#8211; you&#8217;ll only have a few seconds to <a href="http://www.blizzard.com/store/blizzcon09-tickets.xml" target="_blank">get in</a> on the ground floor.</p>
<span class="sfforumlink"><a href="http://www.sc2blog.com/forum/sc2blog-front-page-news/blizzcon-tickets-sold-out-ridiculously-fast-brace-for-batch-2"><img src="http://www.sc2blog.com/wp-content/plugins/simple-forum/styles/icons/four-en/bloglink.png" alt="" /> Join the forum discussion on this post</a> - (1) Posts</span>
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		<title>GameStar Interview and Game Update Extract</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/aCXRnsEtx-E/</link>
		<comments>http://www.sc2blog.com/2009/05/16/gamestar-interview-and-game-update-extract/#comments</comments>
		<pubDate>Sat, 16 May 2009 09:55:44 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2034</guid>
		<description><![CDATA[The German GameStar gaming magazine has gotten StarCraft 2&#8217;s Lead Designer, Dustin Browder, to sit down and give them a lengthy interview, primarily reiterating the changes StarCraft 2 went through over the course of the last two years and the main goals of the upcoming Beta. Team Liquid was kind enough to post a detailed [...]]]></description>
			<content:encoded><![CDATA[<p>The German <a href="http://www.gamestar.de/interviews/1955934/starcraft_2_exklusiv_interview.html">GameStar gaming magazine</a> has gotten StarCraft 2&#8217;s Lead Designer, Dustin Browder, to sit down and give them a lengthy interview, primarily reiterating the changes StarCraft 2 went through over the course of the last two years and the main goals of the upcoming Beta. <a href="http://http://www.teamliquid.net/forum/viewmessage.php?topic_id=92932">Team Liquid was kind enough to post a detailed translation</a>, and you can <a href="http://sc2blog.com/wp-content/uploads/2009/05/GameStar.pdf">download the entire 29 question interview here.</a></p>
<p>Some of Dustin Browder&#8217;s answers contain new information and also provide some insight about Blizzard&#8217;s plans for the immediate future.</p>
<blockquote><p><strong>Q: What happens during the beta test?</strong><br />
<strong></strong><br />
A: <span style="color: #00ccff;">We take a look at which strategies are most popular. By that we realize, which elements work out already. Then we adapt the game into this direction, to make it even more fun. The players&#8217; opinion has always been important to us, Starcraft and Brood War have made fundamental changes during beta and even after release.<strong> The final version of Sc2 could be vastly different from what you have played so far.</strong></span></p></blockquote>
<p>Blizzard&#8217;s utter (and justified) disregard towards official release dates puts a big fat &#8220;When It&#8217;s Done&#8221; stamp on StarCraft 2. The Beta period is unlikely to have a specific time frame, and it&#8217;s reassuring to see that the developers are willing to tweak and change the game as much as needed for it to become a masterpiece.</p>
<blockquote><p><strong>Q: By the way. Why did you change Zerg&#8217;s Nydus Channel? When we played the aliens the first time, we have a giant worm dig behind the enemy lines to spew out troops there. Now we can only build a building that look like a worm. The original one was way cooler!</strong></p>
<p><span style="color: #000000;">n</span></p>
<p><strong></strong></p>
<p>A: <span style="color: #00ccff;">Right, but it caused technical issues. We had difficulties with its looks and its control. It would have been lots of efforts to get it right. Also, the worm didn&#8217;t work out well in terms of balance. Therefore he won&#8217;t make it in, at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future. We still talk alot about him.</span></p></blockquote>
<p style="text-align: center;"><img class="aligncenter" title="Nydys Worm Bursting" src="http://www.sc2blog.com/wp-content/uploads/2008/10/nydus-worms.jpg" alt="" width="499" height="313" /></p>
<p>The burrowing Nydus Worm was one of the coolest, most ambitious and problematic mechanisms to be introduced into StarCraft 2. Showcased during <a href="http://www.sc2blog.com/2008/03/11/blizzards-rush-36-hours-of-zerg/">the initial Zerg Introduction in March 2008</a>, and <a href="http://www.sc2blog.com/2008/10/17/blizzcon-2008-changes-to-starcraft-2/">confirmed to be removed</a> during the BlizzCon event of the same year, the worm has received a lot of attention from both fans and the developers before it stopped being a unit and turned into a structure.</p>
<blockquote><p><strong>Q: Right, in the first part, you could only cross cliffs with flying units, plateau bases were therefore better protected. Since we just touched this topic: How do units benefit from being placed on high ground?</strong></p>
<p><strong></strong><br />
<strong></strong><br />
A: <span style="color: #00ccff;">You cannot see them from low ground. At least as long as you do not use spotters, flyers or special talents, like the Terran scan. This can be a huge advantage, especially for Terran with their mighty Siege Tanks: As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters. Apart from this, height differences have no effect. In SCI, there was a chance that units on the lowground would miss enemies on high ground. We removed this percentage since we do not like chance elements. The players ought to know exactly what advantage they have. And how to counter it.</span></p>
<p><strong></strong><br />
<strong>Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that&#8217;s great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same?</strong></p>
<p><strong></strong><br />
<strong></strong> A: <span style="color: #00ccff;">There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost &#8211; the units would transform into tiny symbols and you couldn&#8217;t recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost &#8211; and just in Starcraft, with its three characteristic races! Zoomed out very far, <strong>those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, </strong>which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn&#8217;t fit in.</span></p></blockquote>
<p>Another great call by Blizzard, which, nevertheless, is nothing short of a forced limitation. StarCraft 2, being a live 3D game, has no technical difficulty providing players with a full, zoomed-out view of the battle map &#8211; a feat that could come extremely handy if a player wanted to see his production buildings and worker line while skirmishing on the ramp leading to his base.</p>
<p><img class="aligncenter size-full wp-image-2035" title="StarCraft 2 Can't have Simcity View Thingies" src="http://www.sc2blog.com/wp-content/uploads/2009/05/sc2-isntsimcity.jpg" alt="StarCraft 2 Can't have Simcity View Thingies" width="571" height="428" /></p>
<p>But StarCraft is neither Supreme Commander nor SimCity, and a full-map view, despite having obvious uses, would simply ruin the game. However, Blizzard should definitely <strong><span style="color: #ff6600;">consider the Zoom-out option of in-game Observers</span> <span style="color: #ff6600;">and in the Replay viewer.</span></strong></p>
<blockquote><p><strong>Q: Since Blizzcon, you have changed many other things. Aren&#8217;t you frustrated about designing new game-content that gets scrapped again after a few months?</strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p>A: <span style="color: #00ccff;">Hell, no! We have been doing this since years! It was always Blizzard&#8217;s philosophy to try things. In Sc2 we just started early with announcing units and abilities. Wc3 went through just the same process. Admittedly, maybe it&#8217;s a bit more serious with SC2. But that&#8217;s how it works: We develop a game, then we change it. And then we change it again. And again. That&#8217;s how we give the game the fine tuning. Of course many pieces of content accumulate that we cannot use at the moment, since they work reasonably well, but simply not great. I love that we are this flexible. <strong>We owe this to our technicians who have constructed such an outstanding engine. To rework a unit completely takes 2-3 hours at max. </strong></span></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><strong>Q: In Paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? </strong></p>
<p style="text-align: center;"><span style="color: #000000;">n</span></p>
<p><strong></strong>A: <span style="color: #00ccff;">Yes, on the highest setting &#8220;insane&#8221;, the AI profits from additional resources. On all other settings, the opponents do not cheat. On the 2nd highest level &#8220;hard&#8221; they act as smart as on the highest, simply without the added resources. This is a notable improvement compared to the first game. As in many other RTS titles, the AI in SC1 would see the entire map and would know exactly where the player&#8217;s units and buildings were. In part 2, this does not hold anymore. The AI opponents have to send out scouts to find the players. Only when they find out, what the opponents are building, they adapt their tactics. If you hide units from the AI &#8211; on hills or behind bushes &#8211; you gain an advantage.</span></p></blockquote>
<p>A fair AI will make StarCraft 2&#8217;s single player experience, as well as custom game allies and rivals significantly more valuable and interesting, granting advantage to players willing to &#8220;surprise&#8221; the enemy with unconventional attacks.</p>
<blockquote><p><strong>Q: But the day-night cycle and the weather effects wouldn&#8217;t have any gameplay effects?</strong></p>
<p style="text-align: center;"><strong><span style="color: #000000;">n</span><br />
</strong></p>
<p>A: <span style="color: #ff6600;">We talked about it, and even tested it, but the answer&#8217;s: No.</span> <span style="color: #00ccff;">We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don&#8217;t want it.</span></p></blockquote>
<p>Also of note are <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=92936">several build updates</a>, most notably to the <strong>Terran Nighthawk</strong>, formerly known as the <strong>Vulcan</strong>, formerly know as the <strong>Nomad</strong>, now called <span style="text-decoration: line-through;">The</span> <span style="text-decoration: line-through;">Artist</span> <strong>&#8220;Raven&#8221;</strong>. A new ability has been introduced as well:</p>
<blockquote><p><strong>Defensive Drone</strong>: With this drone<strong> you are able to intercept enemy projectiles, e.g. rockets of the terran missile turrets</strong>. Therefore this special weapon is especially well suited for attacks on bases. Against small bore (like the spines of the Hydralisk), however, it is powerless.</p></blockquote>
<p>Considering the very specific use implied in the ability&#8217;s description, it&#8217;s likely adjustments to the Defensive Drone will be made somewhere down the road.</p>
<p>The <a href="http://www.sc2blog.com/2009/04/24/fan-site-qa-2-zergs-new-brood-lord-zerg-vs-zerg-balance/">recently mentioned Brood Lord</a> has been finally revealed, and it is not entirely dissimilar to the Zerg Guardian and Swarm Guardian predecessors in neither look nor purpose.</p>
<p style="text-align: center;"><img class="size-full wp-image-2036 aligncenter" title="Brood Lord" src="http://www.sc2blog.com/wp-content/uploads/2009/05/broodlord.jpg" alt="Brood Lord" width="229" height="224" /></p>
<p>Blizzard&#8217;s game designers have finally given StarCraft 2&#8217;s Protoss a <strong>Shield Battery</strong>, in the form a <strong>High Templar </strong>ability &#8211; making the Templar Energy- for-Shields quite an intriguing trade-off, considering the high value most Protoss players place on the Templar&#8217;s energy reserves. Of course, this will strongly depend on the exact exchange ratio determined by careful balance.</p>
<blockquote><p><strong>High Templar</strong><br />
*new Ability*<br />
<strong>Plasma Surge:</strong> This ability is similar to the shield battery in sc1 as it allows the ht to recharge the damaged shields of all friendly protoss units in a selected area</p></blockquote>
<p>As the game nears its beta, the changes we see become more and more important &#8211; they  have a very good chance of sticking until the game&#8217;s release. However, Dustin has made abudantly clear that the developers will not shy away from making  signifcant adjustments to StarCraft 2&#8217;s units and mechanics based on the feedback gamers will provide over the course of the beta period.</p>

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		<item>
		<title>StarCraft 2 Beta FAQ, Fansite Q&amp;A, BlizzCon Ticket Queue</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/yd6h6MPEw2Y/</link>
		<comments>http://www.sc2blog.com/2009/05/07/starcraft-2-beta-faq-fansite-qa-blizzcon-ticket-queue/#comments</comments>
		<pubDate>Thu, 07 May 2009 18:36:36 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[BlizzCon]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=2012</guid>
		<description><![CDATA[It&#8217;s been a busy day for the good people at Blizzard Entertainment. The BlizzCon ticket sale schedule has been announced, an official StarCraft 2 Beta FAQ has been posted to StarCraft2.com, and a comprehensive Q&#38;A interview with Chris Sigaty, Lead Producer of StarCraft 2, has been disseminated to fansites &#8211; including our own.

The first batch [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a busy day for the good people at Blizzard Entertainment. The <a href="http://www.blizzard.com/blizzcon/?rhtml=y">BlizzCon ticket sale schedule</a> has been announced, <a href="http://starcraft2.com/beta-faq.xml">an official StarCraft 2 Beta FAQ</a> has been posted to <a href="http://Starcraft2.com" target="_blank">StarCraft2.com</a>, and a comprehensive Q&amp;A interview with Chris Sigaty, Lead Producer of StarCraft 2, has been disseminated to fansites &#8211; including our own.</p>
<p style="text-align: center;"><img class="size-full wp-image-2013 aligncenter" title="BlizzCon  2009 is Coming" src="http://www.sc2blog.com/wp-content/uploads/2009/05/blizzcon-image.jpg" alt="BlizzCon  2009 is Coming" width="599" height="460" /></p>
<p>The first batch of tickets to the <a href="http://www.blizzard.com/blizzcon/?rhtml=y">&#8220;&#8216;Celebration of All Things Blizzard&#8221; convention, BlizzCon 2009</a>, will become available on <strong>May 16 &#8211; nine days from today</strong>, with the second batch of BlizzCon tickets becoming available on<strong> 30th of May</strong>.</p>
<p>Due to BlizzCon&#8217;s popularity and the small window of time of ticket availability, Blizzard has struggled with site load and purchase volume issues in recent years. This year, a <a href="http://www.blizzard.com/blizzcon/events/tickets.xml">brand new Queuing system has been introduced</a>, taking advantage of the recently implemented Battle.net account system in order to make sure fans won&#8217;t run into problems purchasing the <strong>$125</strong> BlizzCon 2009 tickets.</p>
<p>Here are a few important Q&amp;As from the Queue FAQ:</p>
<blockquote><p><strong>Why did you introduce this queue system?</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;">The queue allows controlled groups of Blizzard Store visitors to finalize their purchases, helping ensure that the purchasing experience for everyone goes smoothly when high-demand items go on sale in the Blizzard Store.</span><br />
<strong><br />
</strong><br />
<strong>If I am in the queue, am I guaranteed to be able to purchase all of the items in my cart?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;"><strong>No. Being in the queue does not guarantee you will have an opportunity to purchase an item,</strong> as it’s possible that the remaining stock will run out before you reach the front of the queue. While in the queue, you will receive regular updates about the remaining stock of items you wish to purchase, along with an estimate of the time remaining before you reach the front of the queue.</span></p></blockquote>
<p>And most importantly, what happens when you get to the front of the queue:</p>
<blockquote><p><strong>What happens when I reach the front of the queue?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;"><br />
When you have reached the front of the queue, a message will be displayed prominently to alert you, along with a link to proceed to checkout and finalize your purchase. If you do not click the link immediately, you will be taken to checkout automatically after a few moments.</span><br />
<strong><br />
</strong><br />
<strong>How long do I have to finalize my purchase? </strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;"><span style="color: #ff6600;"><strong>Once you reach the front of the queue, you will have 15 minutes to finalize your purchase. </strong></span>To help speed up the process, we recommend you have a valid Battle.net account (create one now!) with up-to-date payment information ready to go, as this will be required to make a purchase from the Blizzard Store.</span></p></blockquote>
<p>So be sure to have your Battle.net account set up correctly and verify that it contains up-to-date payment information so you won&#8217;t run into trouble once you&#8217;ve reached the front of the queue.</p>
<p><img class="aligncenter size-full wp-image-2017" title="In Soviet Russia, ..." src="http://www.sc2blog.com/wp-content/uploads/2009/05/sovietqueue.jpg" alt="In Soviet Russia, ..." width="599" height="396" /></p>
<p>StarCraft2.com has been updated with a highly detailed FAQ covering the different aspects of participation eligibility and clarifications concerning beta requirements, availability and sign-up instructions. The <a href="http://starcraft2.com/beta-faq.xml">FAQ is available here</a>, and you can download the <a href="http://www.sc2blog.com/wp-content/uploads/2009/05/StarCraft2BetaFAQ.pdf">FAQ in PDF format here</a>. The most important new item on that list is the <strong>system profiling application, that scans your PC</strong>&#8217;s specification and reports it to Blizzard.</p>
<blockquote><p><strong>What is a beta profile?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;">A beta profile is a snapshot of your current system specifications. It includes such information as how much RAM you have, available hard drive space, your graphics card and driver, and other information about your system. We gather this information to ensure that we are able to test our games on a wide range and distribution of systems. </span><br />
<strong><br />
</strong><br />
<strong>Why do I have to download an application to create a beta profile?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;">Our beta opt-in application allows us to gather information about potential beta testers’ systems quickly and accurately, helping us ensure that the resulting pool of beta testers we select most closely represents the range and distribution of systems we wish to test. </span><br />
<strong><br />
</strong><br />
<strong>How does the beta opt-in application work?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;">Running the beta opt-in application quickly and automatically generates a profile based on your system specifications. It then displays this information and asks if you wish to submit the specifications to create a beta profile for the Battle.net account you used to download the application. </span><br />
<strong><br />
</strong><br />
<strong>Does the application also profile the software I have installed on my system?</strong><br />
<strong><br />
</strong><br />
<span style="color: #00ccff;">No, the <strong>opt-in application simply scans the major hardware components of your system, along with your graphics card driver</strong>. Other system information, such as the contents of your hard drive, is not scanned. </span></p></blockquote>
<p>Considering the fact that StarCraft is 11 years old and WarCraft 3 was released 7 years ago, Blizzard&#8217;s RTS fans may still be using 10 year old systems which have no chance of running even StarCraft 2&#8217;s single player campaign &#8211; precluding some of them from being able to test StarCraft 2 at all.</p>
<p style="text-align: center;"><img class="aligncenter" title="StarCraft 2 Campaign Graphics" src="http://www.sc2blog.com/wp-content/uploads/2008/10/raynor-tychus.jpg" alt="" width="600" height="411" /></p>
<p>Lastly, we&#8217;ve received a Q&amp;A Interview by Chris Sigaty, focusing exclusively on the StarCraft 2 Beta. The interview clarifies several key issues which have been mentioned in the <a href="http://www.sc2blog.com/wp-content/uploads/2009/05/StarCraft2BetaFAQ.pdf">official Beta FAQ, </a>and explains the regional release plan.</p>
<blockquote><p><span style="color: #ff6600;"><span style="text-decoration: underline;"><strong>Questions answered by Chris Sigaty, StarCraft II lead producer</strong></span></span><strong><br />
</strong><br />
Q.<strong> StarCraft II opt-ins are now available through Battle.net. Does the opt-in process mean that the start of the StarCraft II beta is imminent?</strong><strong><br />
</strong><strong><br />
</strong><br />
A. <span style="color: #00ccff;">We’re getting closer and closer to the start of our closed beta with each week that passes. Several months ago, we expanded our internal testing of the game to the entire company, and we’ve made significant progress since then. We’re looking forward to inviting external testers into the process soon, which is why we’re starting sign-ups now.</span><strong><br />
</strong><br />
Q. <strong>What aspects of the game will be available for testing in this beta?</strong><br />
<strong><br />
</strong><br />
A.<span style="color: #00ccff;"> As with previous betas for our real-time strategy games, the StarCraft II beta test will be multiplayer only, and players will have access to all three races &#8212; terrans, protoss, and zerg &#8212; and all of their units. We’ll include a selection of multiplayer maps, but they won’t necessarily include all of the maps that will be in the final version of the game. We’re making some great progress on the <strong>single-player campaign, but we don’t plan to do a public beta</strong> since we want to keep the story under wraps until the game’s out.</span><strong><br />
</strong><br />
Q. <strong>Will we be able to try the new Battle.net during this beta?</strong><strong><br />
</strong><br />
A. <span style="color: #00ccff;">You’ll be connecting to and playing on the new Battle.net in the StarCraft II beta, and you’ll definitely have a chance to play around with a few of the new features &#8212; but what you’ll see in the beta is really only a taste of what’s to come.</span></p></blockquote>
<p><strong><br />
</strong><br />
There is no mention of two important components of StarCraft 2:</p>
<ul>
<li> SCumEdit, the much anticipated and powerful map editor</li>
<li>The enhanced replay viewer</li>
</ul>
<p style="text-align: center;"><img class="aligncenter" title="StarCraft 2 Replay Viewer includes detailed in game data" src="http://www.sc2blog.com/wp-content/uploads/2008/12/info-box.jpg" alt="StarCraft 2 Replay Viewer Includes Detailed Ingame Data" width="592" height="316" /></p>
<p>Both these features are of key importance to the community. Replays and custom maps are the fans&#8217; bread and butter, and their absence is bound to disappoint many should Blizzard decide not to make them available during the beta.</p>
<blockquote><p>Q. <strong>What updates and changes have you made to the game recently?</strong><strong><br />
</strong><br />
A. <span style="color: #00ccff;">We’re constantly tweaking the gameplay and balance, and we will be all throughout the beta process, but perhaps the most visible changes have been made to the zerg. Our art team has done a polishing and iteration pass on many of the zerg unit models and structures, so players can look forward to seeing a lot more detail there. Compared to the versions you’ve seen before, the zerg units and bases now look a lot slimier and more sinister.<br />
We’re also really looking forward to seeing testers try out the new gameplay mechanics we’ve introduced to each race, like the proton charge for the protoss and the MULE for the terrans that allow them to harvest minerals faster. The zerg also have a spawn larvae ability that gives them a new way to expand their production. We’re hoping these abilities increase the strategic tension for players and force some tough tactical decisions when managing economies and micromanaging battles.</span></p></blockquote>
<p><img class="size-full wp-image-2019 alignnone" title="Updated Spawning Pool" src="http://www.sc2blog.com/wp-content/uploads/2009/05/updatedspawningpool.jpg" alt="Updated Spawning Pool" width="304" height="146" /><img class="size-full wp-image-2020 alignnone" title="Updated Queen" src="http://www.sc2blog.com/wp-content/uploads/2009/05/updatedqueen.jpg" alt="Updated Queen" width="267" height="146" /></p>
<blockquote><p>Q. <strong>Which regions can join the StarCraft II beta test?</strong><strong><br />
</strong><br />
A. <span style="color: #00ccff;">Our plan is to include multiple regions and countries in the StarCraft II beta-testing process. We’ll be starting with a North American beta, where testers from the United States and Canada, as well as Australia and New Zealand will be able to join. We’ll then phase in testers in other regions such as Korea, Taiwan, and Europe as soon as we’re able to set up in those areas.</span></p></blockquote>
<p>It is not entirely clear whether BlizzCon 2008 attendees that have acquired a StarCraft 2 Beta key but are not living in the aforementioned regions will have access to the beta.</p>
<blockquote><p>Q. <strong>Why aren’t you running StarCraft II beta simultaneously in all regions?</strong><strong><br />
</strong><br />
A. <span style="color: #00ccff;">It’s more efficient from a development standpoint to phase in each region one at a time. A big part of the beta test involves setting up new hardware and networking infrastructure, which is not a trivial process. If we set up one region at a time, we can more quickly address any issues we run into at the start, and take the lessons we learn from that experience to establish a smoother setup experience for the next region.</span><br />
<span style="color: #00ccff;">We can also implement all sorts of gameplay and balance changes, view the results, and react to what we’ve observed much more quickly in a single test environment, as opposed to getting bogged down trying to push those changes out across several test environments. Once the major issues are ironed out, we can expand the testing to additional regions. Going region by region will also put us in a better position to test localized versions of the beta.</span><strong><br />
</strong><br />
Q. <strong>Will testers be allowed to write about the beta? Take screenshots and videos?</strong><br />
<strong><br />
</strong><br />
A. <span style="color: #00ccff;">Yes! Beta testers will be free to write about their experiences playing the beta as well as take screenshots or videos. We’re really looking forward to getting the game into players’ hands so we can hear their feedback, since that will help propel us into the final stages of development and balancing. We’ve been working hard on StarCraft II, and we can’t wait to finally be able to hear what everyone has to say about it.</span></p></blockquote>
<p>This is an important aspect of the beta, as it allows fans who won&#8217;t get to participate in it a chance to enjoy the beta process, during which the game will be explored intensively and changes will constantly be made.</p>
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		<title>Fan Site Q&amp;A 3: Stealth Traces, Void Ray Quad Damage</title>
		<link>http://feedproxy.google.com/~r/StarCraft-2/~3/UB-h8c46mQo/</link>
		<comments>http://www.sc2blog.com/2009/05/04/fan-site-qa-3-stealth-traces-void-ray-quad-damage/#comments</comments>
		<pubDate>Mon, 04 May 2009 19:33:25 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=1962</guid>
		<description><![CDATA[The third Fansite Q&#38;A session has been released, with Dustin Browder, Blizzard&#8217;s Lead Designer, answering 11 questions for SC2Pod. Dustin took the time to clarify multiple game design and visual aspect issues, and also stated openly that Blizzard is looking forward to the beta crowd to take the new game mechanics for a ride.
1. How [...]]]></description>
			<content:encoded><![CDATA[<p>The third Fansite Q&amp;A session has been released, with Dustin Browder, Blizzard&#8217;s Lead Designer, <a href="http://sc2pod.com/news/Fan_Site_QA_3__SC2Pod/">answering 11 questions for SC2Pod</a>. Dustin took the time to clarify multiple game design and visual aspect issues, and also stated openly that Blizzard is looking forward to the beta crowd to take the new game mechanics for a ride.</p>
<blockquote><p>1. <strong>How will StarCraft II handle widescreen monitors? If the screen isn’t going to be stretched, either widescreen or traditional format will have the advantage of seeing more of the battlefield, have you decided which one?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">Widescreen monitors will be able to see slightly more of the battlefield, but the extra visual real estate players will be getting will be quite small. Nonetheless, for competitive gaming, there will be a small visual advantage to having a widescreen.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>2. <strong>When cloaked units move you see a graphics effect hinting their presence. Can you see some trace of the Infestor when it is moving underground?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">The Infestor while burrowed will be like any other burrowed unit, and will not be seen unless there is a detector nearby. On the other hand when the Infestor moves above ground, there is a (visual) slime trail the unit leaves in its wake, which disappears over time. We are also discussing the possibility of having some type of visual that may imply an Infestor is moving while burrowed nearby, similar to how cloaked/stealth units currently move above ground.</span></p></blockquote>
<p>StarCraft 1, as well as some other RTS games, provides players with hints of cloaked/burrowed unit presence. Exposing the hidden unit&#8217;s position gives<strong> observative</strong> players a chance to adjust their positions or even use AoE attacks to hit the unit &#8211; all that without negating the unit&#8217;s tactical advantage. Could a burrowing Infestor leave a blurry sand trail similar to the <a href="http://en.wikipedia.org/wiki/Dune_II" target="_blank">Dune 2&#8242;</a>s Sandworm trail?</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/sandworm.jpg"><img class="size-full wp-image-1964 aligncenter" title="Dune 2 Sandworm" src="http://www.sc2blog.com/wp-content/uploads/2009/05/sandworm.jpg" alt="Dune 2 Sandworm" width="528" height="330" /></a></p>
<blockquote><p>3.<strong> The Colossus&#8217; attack mechanic has changed a number of times, how does it currently work?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">While this is still going through balance, the Colossus currently does 23 damage but attacks twice and has 6 range, which players have the option to upgrade later to 9. When the Colossus attacks a target, it does a horizontal spread of damage in relation to where the Colossus is facing. This type of area of effect attack is extremely effective at eliminating massed lower hit point units.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>4. <strong>How are the new macro mechanics (Mule, Spawn Larva, and Dark Pylon) working out so far? Are they often used during gameplay testing? How much more per trip than an SCV does a Mule mine? And is it Mule, MULE or MUL-E?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">The new macro mechanics works great in the internal testing but we are really looking forward to how players will use it in the beta. Currently the <strong>MULE mines three times the minerals of a normal SCV per round</strong>.</span></p></blockquote>
<p>Dustin Browder is probably correct in his expectation that the community will abuse the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">newly introduced macro mechanics</a> in ways internal testing can&#8217;t even begin to predict. During the early days of StarCraft 1, it took the <strong>Reaver Drop</strong> more than 3 months to be discovered &#8211; and that&#8217;s just putting two units together.</p>
<p>Nobody can anticipate the unit combinations and original strategies that will arise <strong>within hours</strong> of public beta play, and it&#8217;s safe to assume that people will find quite a few original ways to abuse the MULE.</p>
<blockquote><p>5. <strong>What is the status of the Radar Tower? It overlaps heavily with the Missile Turret in terms of function. Does the &#8220;view&#8221; into the fog warrant the creation of a new building with an additional cost of 25/100, the additional health notwithstanding?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">The <strong>Sensor Tower is no longer a detector</strong> since the Missile Turret already serves that purpose. However, with the Sensor Tower you can see enemy units in the fog of war and you can &#8217;salvage&#8217; your Sensor Tower when it is no longer needed anymore.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>6. <strong>You recently updated the 3D models for a couple of units (Baneling, Drone, Hydralisk etc), making them much more detailed. Which other units can expect to receive similar updates?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">All of the <strong>Zerg units and buildings are being updated</strong> in the same fashion. There have already been several updates, though we are currently polishing up the Infestor, Roach, and Corruptor. As needed, new models may also be created during this period. The Infestor, Brood Lord, and Spawning Pool, and Ultralisk Cavern have new models from which the community has previously seen. </span></p></blockquote>
<p>As revealed during the <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/">massive Q&amp;A 49 Batch</a> (almost three months ago),  Zerg art is getting a major and much welcome overhaul, with highly detailed 3D models and better textures.</p>
<p style="text-align: center;"><a href="http://classic.battle.net/images/misc/09-02/UpdatedHydralisk.jpg"><img class="aligncenter" title="The Hydralisks New Face" src="http://classic.battle.net/images/misc/09-02/UpdatedHydralisk.jpg" alt="" width="578" height="330" /></a></p>
<blockquote><p>7. <strong>How is the soundtrack coming along? Will any of the music themes from SC:BW make a reappearance in StarCraft 2 or is everything new?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder]<span style="color: #00ccff;"> There will be some edited versions of soundtracks based on the original StarCraft music in addition to many new tracks lead by the original composer of StarCraft, Glenn Stafford.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>8. <strong>Do air transporters (like Medivac Dropship and Overlord) have to land or do some sort of special animation before dropping loaded units?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">Currently only the Medivac has an animation while it unloads units. All transporters like including the Medivac, Warp Prism and Overlord unload units one at a time with a slight delay between each unit, which is subject to balance.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>9. <strong>How much damage does the Void Ray deal? What are the time intervals and how much does the damage go up?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">The Void Ray does 6 damage in the first stage, 12 damage in the second stage, and 24 damage in the third stage. Each attack stage ramps up every 3 seconds.</span></p></blockquote>
<p>The Void Ray has amazing offensive potential, especially against buildings and large, slow targets; an unchecked Void Ray unit deals quadruple damage. This unit has great &#8220;base cleanup&#8221; capabilities, and is likely to be a high-priority target in any battle due to its damage-dealing mechanism.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/05/voidrays.jpg"><img class="size-full wp-image-1969 aligncenter" title="Void Rays attack Buildings on a Busy Day" src="http://www.sc2blog.com/wp-content/uploads/2009/05/voidrays.jpg" alt="Void Rays attack Buildings on a Busy Day" width="571" height="428" /></a></p>
<blockquote><p>10. <strong>What is the current status of the Corruptor? Does it still have its turret mechanic? If so, how does it currently work?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">When the Corruptor<strong> kills an enemy air unit, that unit will be turned into a stationary ‘turret’ upon death</strong>. That turret currently does 7 damage, has 6 range, and can target air as well as ground units and buildings. The turret will also be player controlled so you can force fire with them as well.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p>11.<strong> What have been some of the hardest choices you have had to make during the development of StarCraft II?</strong></p>
<p><strong><br />
</strong></p>
<p>[Dustin Browder] <span style="color: #00ccff;">There have been many tough choices in designing StarCraft II – Amongs<strong>t the most difficult would be what parts of the original StarCraft should be in StarCraft II</strong>. Next would be what new mechanics are worthy of introduction to the StarCraft universe. Balancing visual appeal with the serious game play that StarCraft has always offered has always been challenging as well. Overall, we hope that the choices we have made will give our players the best possible StarCraft II experience.</span></p></blockquote>
<p>The StarCraft 2 developer team&#8217;s greatest concern and challenge remained the same throughout the entire time passed since StarCraft 2&#8217;s announcement &#8211; making it worthy of its heritage.</p>
<p>StarCraft 1 is a masterpiece, and the introduction of stronger PCs, better graphics standards,  broadband communications, and even other modern and well polished RTS titles by competitors (and Blizzard itself!) did not make StarCraft obsolete. Neither will StarCraft 2, probably &#8211; while it has a good chance of capturing a strong professional following, it still has the 11 year old masterpiece predecessor to compete with.</p>
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