Reminder: This is the final week for I
ScreenCraft: This batch’s screenshot is to show the significant size increase of the Baneling since the original Protoss announcement gameplay trailer. The size increase is to allow the possibility of focus firing on incoming Banelings with additional micromanagement.
Feel free to discuss the evolution of the Baneling in our Monthly Discussion Topic at:
An army of Banelings invade a developing rival Zerg base.
1. Do Protoss Immortals get killed when a Nuke explodes next to them(seeing as the Hardened Shield blocks all high profile attacks and that a Nuke is definitely a high profile attack)? (Battle.net) Eragon320
In term of units, the only units that will be able to survive a Nuke will be the Protoss Mothership and Immortals upgraded with Hardened Shields. An upgraded Immortal will take 10 damage from a Nuke. To all other units, the Nuke will do 800 damage, thus making it much more powerful than the Nuke in the original StarCraft.
2. How powerful is the Roach’s regeneration ability? How much time is needed to regenerate from 1 to full hp? (sc2pod.com)
The Roach currently regenerates 15 hit points per second, allowing it to regenerate to full health in 6 seconds. In countering Roaches, a player must either micromanage the battle to make sure they are focus firing on each Roach one at a time, or they have to bring in high damage units such as Siege Tanks or Archons.
3. Are Overseers any tougher than Overlords? (Battle.net) Mestroyer
When an Overlord evolves into an Overseer, it will gain a speed bonus, passive detection, the ability to generate creep below it, and the ability to corrupt’ resources to make it more difficult for opponents to gain access to them. Furthermore, when Overseers sit in the same spot, over time its visual range will increase (but not its detection range).
4. Is it worth it to build a Terran Reactor Add-on since the benefit of doubling your queue list is not that useful, as it is often a bad idea to have your queue full? (gamereplays.org)
Yes! The Terran Reactor doesn’t just double the size of your queue list. For a mere 50 minerals and 50 gas cost for the Reactor, that Barracks, Factory, or Starport will have the ability to create two units simultaneously (assuming that unit doesn’t require a tech lab add-on). Most of the time, building the Reactor will be worth it, rather than building a second Barracks, Factory, or Starport. Not only will you be able to build from a single building the production of two normal buildings, you will be able to salvage that Reactor if needed to get 100% of the cost back. Being able to salvage allows for quick tech shifts or evacuations.
5. Will there be different building textures resembling the actual terrain? (in Warcraft 2 the buildings were snowy on the winter maps) (starcraft2.hu)
This is something the art team would like to do, though it will ultimately come down to time. There’s a lot of art work still left to do, such as their current task, which is putting the finishing touches on the Terran Marauder amongst several other units. On the Marauder, players will be able to see many intricate animations for both the weapons and their power suits.
6. Did the High Templar’s Hallucination ability undergo any changes due to the introduction of new tough units, such as Thor or Colossus? (battle.net) Elsoron
The Hallucination ability did not undergo changes because of those new units, but it did get significant buffs since the original StarCraft. First off, hallucinated units still have the same hit points as the original unit, but take double damage. Furthermore, the duration the unit lasts for will be around 2-3 minutes, which will be significantly longer than the original StarCraft. On top of that, to hallucinate a unit only costs 40 energy, which is much cheaper than the original StarCraft’s cost of 100 energy.
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Karune – RTS Community Manager