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StarCraft: Legacy StarCraft II P&R Exclusivo con Karune

NotaPublicado: Sab Jun 21, 2008 1:23 pm
por Lon-ami
Hace poco, StarCraft: Legacy tomó parte en el concurso I <3 SC. Como han llegado a las 50 submisiones únicas, han sido recompensados con un P&R exlusivo. 8 de sus 20 preguntas han sido contestadas:

[CENTER]Imagen[/CENTER]

"SCLegacy" escribió:[COLOR="White"]1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no special abilities. Compared to the Roach, the Hydralisk appears inferior in every way, with it's only saving grace being GTA capability. However, because the Mutalisk is in the same tier, only slightly more expensive, and it can fly, the Hydralisk appears to be almost useless for such an iconic unit. [/COLOR][COLOR="RoyalBlue"](sclegacy.com)

Actually, the Hydralisk has since been boosted up quite a bit in terms of damage. They currently have 80 hit points and have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. The Hydralisk also has a range of 6 and moves at a ‘fast’ speed, with no need to upgrade with the speed bonus anymore. Roaches on the other hand, only have an attack of 10, half the Hydralisk’s range, and is slower to move as well. The new damage the Hydralisk is able to put out now makes it very dangerous, as Zerg players will be able to take out buildings with a pack of Hydras, with only a few volleys (same goes to Battlecruisers!). Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected. The new cost for Hydralisks are also 100 minerals and 100 gas.[/COLOR]

[COLOR="White"]2) How does Anti-Gravity work on Zerg buildings since they're organs intrinsically a part of the creep? They are essentially part of the creep. Do they lose health? Also, how does it affect burrowed units? Will they go back to being burrowed or not?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

Zerg buildings will not take damage when they are lifted. Burrowed units lifted will become burrowed again when the ability finishes.[/COLOR]

[COLOR="White"]3) With the Thor back to having both anti-air and anti-ground attacks, will he be capable of discharging both weapons simultaneously at a Colossus? Or will only the stronger attack affect it? If it is only the stronger attack, is that dynamically chosen by the game?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

Any unit with both ground and air attacks will attack the Colossus with the stronger of the two attacks, but not with both.[/COLOR]

[COLOR="White"]4) With the Medivac being a late-game tech, are Terran infantry impaired against the other two races in early to mid-game?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

No, Terran is actually quite strong early game for a few different reasons. One, their tier 1 unit is ranged and is thus excellent at defending cliffs without being able to be countered without sight. Two, the new supply depots are excellent at building the perfect barricade in early game. Three, Marauders are very tough and are excellent at winning heavy micromanaged battles, preventing units from reaching your Marines.[/COLOR]

[COLOR="White"]5) Does the Ghost's EMP Grenade ability function any differently from the Science Vessel's EMP ability from StarCraft Vanilla?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

Nope, the EMP currently works the same as the EMP from the original StarCraft.[/COLOR]

[COLOR="White"]6) What special abilities, in the current build, can be cast from inside a bunker? Can a nuke be called down?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

In a bunker, units will be able to use Stim Pack, call down Nukes, Sniper, and use EMP.[/COLOR]

[COLOR="White"]7) Does the Jackal's attack damage friendly units and/or have AoE capabilities?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

The Jackal’s attack will only damage enemy units in its area of effect. Technically, it will target a set unit and all units in that line of fire will take damage.[/COLOR]

[COLOR="White"]8) The Zerg do not seem to have equal air power compared to the other two races. The Protoss have Carriers and Warp Rays; the Terrans have BCs. While the Mutalisk makes a great harassment unit, they simply cannot stand up to significant firepower. Corruptors and Swarm Guardians are strong in their respective fields, but they lack a single unit that can attack both air and ground well. This suggests that air units will be limited to defense and support for a primarily ground based army. The other two races seem more able to have a well-rounded primarily air-based army. Is this the case, and if so, will anything be done to give the Zerg stronger air options?[/COLOR] [COLOR="RoyalBlue"](sclegacy.com)

Zerg currently has the most powerful anti air unit in terms of damage per second, which is the Hydralisk. Furthermore, while the Mutalisks are not the stronger aerial fighter, they do have flexibility, being able to morph into Swarm Guardians for that additional ground damage and range when needed. Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor. While we have experimented with other types of Zerg air units, there are no plans to introduce any of them to the multiplayer version of the game.[/COLOR]


Fuente: http://www.sclegacy.com/content/interviews-6/starcraft-legacy-starcraft-ii-exclusive-qa-with-karune-78/

Pero... ¿El concurso de "I <3 SC" sigue en pie? Para no desvirtuar el tema, podéis discutirlo aquí: http://www.starcraft-hispano.com/showthread.php?t=1322

NotaPublicado: Sab Jun 21, 2008 2:04 pm
por DePeNDe
Interesante info...

NotaPublicado: Sab Jun 21, 2008 2:07 pm
por Lon-ami
Ya estoy traduciendo el P&R, para después de comer lo tenéis en la lengua de Cervantes.

Y sí, los terran son fuertes al principio.

Pero luego se los comen.

NotaPublicado: Sab Jun 21, 2008 3:10 pm
por lorD_f00tman
Lon-ami;15853 escribió:Ya estoy traduciendo el P&R, para después de comer lo tenéis en la lengua de Cervantes.

Y sí, los terran son fuertes al principio.

Pero luego se los comen.


pos planta una linea defensiva de tankes, bunkeres y defensas de aire, frente a la base enemiga, luego metes a tus espias en el bunker y dale varios lanzamientos nucleares a la vez, lo menos 3.... o el enemigo sobrepasa tus lineas o el enemigo tiene la base frita

NotaPublicado: Sab Jun 21, 2008 3:14 pm
por Lon-ami
Como que el enemigo es tan feliz de dejarte construir todo eso antes de arrasarte la base... -_-

NotaPublicado: Sab Jun 21, 2008 4:06 pm
por Rasdel
Interesante la info...

Me gusta saber que los Terran ya no nesecitan a los medics para el early-game... eso sinceramente me tenía un tanto preocupado.

Por otro lado también podemos ver el que los Marauders tienen un uso puntual y práctico al igual que el Chakal...

Estaría bueno poder ver un video del gameplay Terran que muestre estos puntos hablandos en el P&R...

Salu2

NotaPublicado: Sab Jun 21, 2008 5:16 pm
por locob
Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor


osea que ahora los zerg tienen como un control mental aereo.

NotaPublicado: Sab Jun 21, 2008 6:07 pm
por GeoN
ahora los zerg tienen solo 3 unidades aereas de atake (de las 5 que habia antes, contando a la vieja reina) no me convence eso =s

La hydra es mas grosa pero cuesta 100minerales/100 gas... creo q ya perdio su encanto

NotaPublicado: Sab Jun 21, 2008 6:23 pm
por Lon-ami
Ahora es un monstruo antiaéreo, ni siquiera los portanaves ni los cruceros de batalla pueden resistir a un buen grupo de ellas.

Y en tierra las veo bastante parecidas, puesto que el enemigo tb ha evolucionado.

NotaPublicado: Sab Jun 21, 2008 6:35 pm
por underoath
Dios mio los hidras hacen demasiado daño que bueno xD Lastima su precio :S espero que los lurks sean baratos