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Post Q & A Batch Beiträge
Geschrieben von Exekutor[NHF] am 19.02.2009 um 12:47

Im Zuge des gegestern herausgegebenen Q&A-Batches (wir berichteten) kam es zu einer unglaublichen Flut an Fragen, die dann allerdings auch in einem unglaublichen Umfang von Karune und Cydra beantwortet wurden. Aufgrund der Fülle der Fragen und Antworten stellen wir euch diese hier als Übersicht mit deutscher Zusammenfassung zur Verfügung.

- How does one construct a dark pylon? Is it a separate, more expensive replacement for the original pylons or an upgrade?
The Dark Pylon currently costs 150 minerals (50 more than normal Pylon) and has the Gateway as the prerequisite building. This of course is all subject to change while more balance testing is occuring.
- I assume the orbital command is now a replacement of the surveillance center? Does that mean people who opt to upgrade their CC's to a planetary fortress are no longer able to beneft from these new features, even without the use of salvage?
Yes the Orbital Command is what the Surveillance Center used to be. If you build a Planetary Fortress you will not be able to use these new features, but your command center will be upgraded to Armor 3 and have a Ibiks Laser that does 40 splash damage with a 6 range. These stats are of course all subject to change through balance testing.

Der Dark Pylon benötigt also einen Warpknoten und kostet 150 Mineralien.
Die Satellitenzentrale ersetzt also die Überwachungsstation und sollte man sein Hauptgebäude zu einer Planetaren Festung ausbauen, so kann man von den neuen Vorteilen der Satellitenzentrale nicht mehr profitieren. Dafür teilt die Planetare Festung Dank 40 Schaden im Gebiet und einer Reichweite von 6 ziemlich gut aus.

1. The new infestor (pure awesomeness BTW), resembles the reaver in shape and looks rather slow. Is it super slow? Can you tell us anything about its speed?
The Infestor will still be relatively slow, though they have been sped up a bit from when you guys last saw it.
2. In 1 screen shot there are 15 eggs hatching. We know the hatchery can make 3, then the queen can make the hatchery add 4 more. So in this shot, did the the Queen use her ability multiple times in quick succession or would she have to wait until the firs 7 hatch before she can use it again? I guess what I am asking is if the hatchery can only spit out 4 extra larva at a time or if you can tell it to do it 4 times and have it spit out 16 larva?
After the original 3 larva, each Hatchery can only be spawning 4 larva at a time. The ability cannot be used again on that Hatchery until those 4 larva have spawned.
3. The mules help the terrans by essentially being SCV's that mine fast right? Do they help the other SCV's mine faster as well? Can they build things? Do they cost supply since they are only there for a while? When they "run out of battery" do they shut down until you "recharge" them or do they explode and disappear forever?
Mules will not help other SCVs mine faster. They will also not be able to build anything, but will be able to repair buildings and units. Furthermore, they will not cost supply. Multiple Mules can be dropped at any given time as long as you have sufficient energy available. When the Mules run out of battery, they will not be able to be recharged, and new Mules will need to be dropped.
4. Is the fungal infestation a long range attack (like parasite and spawn broodling were) or does he have to be rather close?
It will be a ranged ability. This is one of my favorite abilities, it really wrecks mass Marines which are quite a force to be reckoned with at the moment with Medivac support.

1. Der Infestor ist immer noch sehr langsam, auch wenn er etwas schneller ist als er das letzte Mal war als wir ihn gesehen haben.
2. Durch die Fähigkeit der Königin können nur 4 Larven produziert werden und diese müssen zunächst aufgebraucht werden, um neue produzieren zu können.
3. Mules können nur reparieren und ansonsten helfen sie weder den anderen SCVs und können auch keine Gebäude bauen. Sie zu beschwören verbraucht kein Supply.
4. Die Klingenseuche ist eine Fähigkeit, die man über eine gewisse Entfernung ausführen kann und ist besonders effektiv gegen kleine Einheiten wie Marines.

- Can the mule defend itself?
Yes. It currently has the same attack value as a SCV.
- Can the drop pod be placed anywhere with line-of-sight, leading to the mule being used as a scout?
Yes, this can be quite helpful in some circumstances. Originally, each drop ship spawned 3 Mules, but it became a bit too advantageous in scouting 3 places at once.
- Does razor swarm damage both ground and air? What about friendlies?
It does currently damage both ground and air, but not friendly units.
- Can null shield be cast on non-Protoss allies?
Currently, yes. Yes, this also means cloaked Siege Tanks are possible... Nonetheless, remember all things are still subject to balance.

1. Mules können sich selber verteidigen
2. Mules können irgendwo im Sichtbereich beschworen werden und sind somit sehr gute Scouts.
3. Die Klingenseuche trifft sowohl Boden als auch Luft, hat aber keinen Effekt auf befreundete Einheiten.
4. Das Null Schild kann auch auf befreundete Einheiten gezaubert werden.

Is there anything that would prevent you from offensively dropping mules in the thick of battle? (For example it *might* be useful to drop near units that would then cause things like siege tanks to attack them and while ultimately leading to a very short lifespan for the mule, could lead to splashing a player's own units with damage)
This is theoretically possible, but the animation of the drop pod that hits the ground is a bit long (roughly 5-10 seconds), so it isn't like an instant drop.

Es ist also theoretisch möglich, Mule-Drops zu machen.
Diese würde dann an ihren großen Bruder, die Zealotbombs, angelehnt sein. Dass sie aufgrund der lange Cast-Time (obwohl sich die noch ändern kann) eher schwierig sein wird deutet Karune jedoch auch an.

1) Was the new infestor art looking so much like a Reaver done on purpose? Maybe a joke to all the guys asking to put the reaver back?
The Infestor has a completely new model different than the Reaver, but does coincidentally have the same shape as a Reaver. Don't forget, Reavers will still be seen in single player as well as the map editor.
2) Terran and protoss now have abilities to both increase they're income temporarily (mules + dark pylon) as well as abilities to increase they're offensive production (reactor + warp gates). Zergs only have a production ability (mutate larvae). Are zergs getting something to fill the temporary income role? Or is the mutate larvae supposed to just pump drones to make up for that?
Being able to spawn additional larva can potentially help Zerg production quite a bit actually. Prior, when a Zerg player hatched offensive units, they were always sacrificing the creation of more drones. This ability allows more bandwidth to create even more offensive units for a big push, build more balanced with more drones and additional units, or double up on the teching effort with all drones. There are a lot of options to play with that will surely inspire many new strategies.

1. Nur das Artwork des Infestors erinnert an den Räuber, ingame soll das aber wohl nicht so zum Tragen kommen, zumal der Räuber sowohl in der Einzelspielerkampagen als auch im Editor seinen Auftritt haben wird.
2. Mit der neuen Mechanik verändert sich das Angriffs-/Dronenproduktionsverhalten bei den Zerg deutlich und man hat eine Vielzahl von Strategien, die man ausführen kann.

1) How far in tech is the dark pylon cloak?
All 3 abilities are available right when the Dark Pylon is created.
2) Can dark pylons be used as a warp-in end that gives energy to your HT's? Sneaking a cloacked probe and placing a pylon in the back of the enemy base for warp-ins and hidden cannons sounds like fun ^^
Yup, everything a Pylon can do, a Dark Pylon can do better but of course at a cost.

Der Dark Pylon besitzt all seine Fähigkeiten von Anfang an und hat auch alle Fähigkeiten der Pylone (Supply, Energyradius für Gebäude und Warp-In, etc.).

Are queens still unique? What about motherships? What tier are the lurkers? Are they still late-game units? Are hydralisks still better anti-air than anti-ground? What are their damage stats? Have a nice day, by the way :) Thanks for the huge attention you've been giving us today!
1) Neither are unique.
2) Lurkers are tier 3. The Lurker Den requires a Hive. Banelings are much better for earlier AoE, and Lurkers are a good siege type unit in addition to its previous uses. They have a range of 9 which outranges Protoss cannons and have an attack of 15 + 15 to armored (including buildings).
3) Hydralisks are still slightly better against air, with air to ground attack stats of 10 + 6 armored and ground to ground attack stats of 10, both with range 6.

1. Weder die Königin noch das Mutterschiff sind einzigartige Einheiten.
2. Der Schleicher ist inzwischen eine Tier 3 Einheiten und benötigt aufgrund des Lurker Dens den Hive als Vorraussetzung.
Die Banelinge sind gut im frühen Verlauf des Spieles aufgrund ihres Gebietsschaden, wohingegen die Schleicher mit ihrem Angriffsschaden von 15+15 gegen gepanzerte Einheiten (und damit auch Gebäude) und einer Reichweite von 9, die sogar höher als die einer Canon ist, im Lategame sehr effektiv sind.
3. Hydralisken sind immer noch besser gegen Lufteinheiten (10 + 6 gegen gepanzerte Einheiten) als gegen Bodeneinheiten (10 Angriff) mit einer Reichweite von 6.

I'd like to know how much energy the Dark Pylon has, how much those abilities cost, how long their duration is, and their CD. The energy transfer and cloaking abilities sound really cool :D I can see a ton of potential for combing a Dark Pylon with Warp Prisms + Warp in :D. I realize all this info would be subject to change, but having that information to talk about would be great :D
Dark Pylon has 200 energy.
Proton Charge costs 50 energy and lasts for 30 seconds.
Null Shied costs 50 energy. No cool time, as long as you have enough energy, you can use this ability. Argus Link drains 75 energy per second from the Dark Pylon.

Ein Dark Pylon hat ein Energielimit von 200, der Proton Charge kostet 50 Energie und hält für 30 Sekunden. Das Null Shield kostet 50 Energy, hat keinen Cooldown und man kann es somit immer dann nutzen, wenn man die notwendige Energie hat. Der Argus Link entzieht 75 Energie pro Sekunde from Dark Pylon.

Also... Does the infester move at the same speed when burried or is it slower? does it move faster when burried on the creep?
Infestor moves slower when burried. And all Zerg units move faster on the creep.

Der Infestor bewegt sich eingegraben langsamer als wenn er sich normal bewegt und bewegt sich jedoch wie alle anderen Zergeinheiten (außer der Drohne) schneller auf Creep.

Does the Dark Pylon's and Orbital Command abilities have a cast range or can they be casted on the entire map??
Dark Pylon's abilities has a cast range.
Orbital Command's abilities technically don't have a cast range, since MULEs can be dropped any place on the map and Extra Supplies only can be dropped on the Supply Depot. And as you know, Scanner Sweep can be used on the any map location.

Die Satellitenzentrale hat prinzipiell keine Zauberreichweitenbeschränkung, da Mules überall hin beschworen werden können, die Extra-Versorgungs-Fähgkeit auf ein beliebiges Supply Depot gezaubert werden kann und der Scanner sowieso überall auf der Karten sichtbar machen kann.

1) Does these new awesome abilities replace that weirdo gas mechanic that no one liked or are both in the game?
2) Did the queen lose her heal?
3) Does the dark pylon cloak lasts long enough for a probe to walk from his base to the back of the enemy base? Or long enough for an early ~3 zealot rush with a proxy dark pylon at the enemy's door to do some economic dmg before the enemy can do anything?
4) Can you cloak air units such as phase prisms?
5) Does the queen creep tumor can be build off creep or only expands existing creep?
1. Some changes for the gas mechanic.
There are still two Vespene Geysers and workers will harvest Vespene Gas until the entire gas is exhausted. Once the gas is depleted, workers will stop harvesting gas, which means there is no deplete gas mining like the original StarCraft. 2. Queen doesn't have a heal ability.
3. Target unit only can be cloaked for a short time.
4. Yes, you can cloak air units through Null Shield.
5. Creep Tumor only can be created on the creep.

* All contents in the current build still can be changed.

1. Es gibt einige Änderungen bei dem Gasmechanismus:
Es gibt weiterhin zwei Vespene Geysire und die Arbeiter werden es immer noch abbauen, bis alles Gas alle ist. Dann jedoch werden sie nicht weiterarbeiten wie es in StarCraft 1 der Fall war.
2. Die Königin hat keine Heilungsfähigkeit.
3. Die Unsichtbarkeit der Einheiten durch den Dark Pylon hält nur für eine kurze Zeit.
4. Man kann mit dem Null Shield tarnen.
5. Creep Tumore können nur auf Creep erstellt werden.
Wie immer ist all dies noch nicht feststehen und kann sich im Laufe des Balancings ändern.

How advantagous would it be to have 2 or 3 Dark Pylons next to your workers to constantly vitalize their efforts? Is that possible?
Also, for Terran Mules, can they mine a mineral patch with an SCV simultaneously? Or will they have to wait their turn? Do they carry the same minerals as an SCV or more or less?
85kxsrd
1. It is possible.
2. MULEs can mine a mineral field with a SCV simultaneously. MULEs carry more minerals than a SCV.

1. Es ist möglich mit mehreren Dark Pylons die Arbeiter quasi dauerhaft schneller abbauen zu lassen.
2. Mules können gleichzeitig mit WBFs an Mineralien abbauen und tragen mehr Mineralien als diese.

Is there any chance of the dark pylon being renamed? Between the dark templar and dark obelisk, I think the 'dark' prefix is a bit common. Plus, a little story nitpick, it just seems odd that the dark templar would design a better pylon than the khalai.
Does the null shield work on buildings?
Love the new models. The overseer pic kinda confused me, since the new one is on the left. The overlord's new glowing sides are just fantastic. Maybe it was mentioned previously, but I hope the overseer's eyes move.
You can't use Null Shield on the structures.

Null Shield kann nicht auf Gebäude gewirkt werden.

are the HP/shields of the dark pylon the same as those of the regular pylon?
are there any intentions to give regular pylons abilities so that to make them more attractive (since as you said, dark pylons do everything best for only 50 additional minerals)?
Dark Pylon has 200 Life and 100 Shieds, but Pylon has 200/200 Life/Shields.
So Dark Pylon can be destroyed little bit easier than Pylon by enemy units.

Der Dark Pylon besitzt 200 HP und 100 Schildpunkte, wohingegen der Pylon 200HP und 200 Schildpunkte besitzt. Es ist somit einfacher den Dark Pylon zu zerstören als den Pylon.

Karune, does the proton charge ability affect gas collection in any way, or does it only affect minerals?
It only affects minerals.

Protonen-Schub wirkt nur auf den Abbau von Mineralien, nicht auf den von Gas.

1. Can Argus Link be set to auto-cast? or: Can I right click it from another unit to access this? (I have a High Templar selected and right click the nearby Dark Pylon for mana, much like a moonwell in WC3)
If both are no then I suggest this :)
2. Also, as someone else mentioned...will it be possible to say like set up about 3-4 dark pylons around your gatherers and (assuming you are macro-intensive enough) constantly switch between them and keep the field up?
3. Does the effect on the probes only work for minerals, or vespene gas as well?
1. You can right click Dark Pylon from High Templar for energy.
2. Possible.
3. Only for minerals.

1. Man kann einen Dark Pylon mit der rechten Maustaste anklicken, während man eine Einheit mit Energie ausgewählt hat, um die Energie des Dark Pylons zu transferieren.
2. Wie schon erwähnt ist es möglich, mit einigen Dark Pylons kostant die Arbeiter schneller abbauen zu lassen. 3. Protonen-Schub wirkt nur auf den Mineralienabbau.

Is 50 energy the initial amount out of a new Dark Pylon? I think it'd be nice if Dark Pylons didn't power, but still supplies and has a smaller-than-pylon-power passive cloak field ^-^
That way you can't exactly Proxy DPylon with Warp-In as well.
-Psi
Yes, the initial amount of energy is 50.

Der Dark Pylon startet mit 50 Energie.

That's surprising, cause this screenshot ( http://www.battle.net/images/misc/09-02/PROTOSS_DroneTarget.jpg ) shows clearly a probe carrying gas (or a green cube which i assume is gas) with those funky animation effects...
Does that mean that gas-harvesting probes receive a movement speed bonus, but not a harvesting speed bonus? or dont they get any bonus at all?
Not that there'd be a huge difference, considering the limiting factor is not assimilator-to-nexus-time but instead the time-inside-assimilator; however it would affect in situations where you're microing your probes to escape from a harassing attacker.
Can you please confirm this? Many thanks as usual ;)
Because Proton Charge is AOE ability, all Probes within the ratio will be affected. However Probes that have an additional charge gather additional minerals per trip. It is not like movement speed bonus or harvesting speed bonus.

Da der Protonen-Schub auf ein Gebiet wirkt, sind auch die gasabbauenden Sonden gekennzeichnet. Diese erhalten jedoch keinen Bonus, zumal es auch keinen Bonus zur Bewegungsgeschwindigkeit gibt.

Don't worry, i just wanted to be sure, Thanks a lot :) Btw... another question (i'm so sorry now :P). So, now when a geyser is depleted, the workers stop their work, but... the "recharge" of the geyser stills in the game? or when the geyser is depleted you're forced to search for a new one?
Again, thanks :D
Thanks for saying that!
No 'recharge' of the Geyser, and you need to find another one with your expansion.

Geysire können nicht mehr aufgeladen werden und man muss sich somit neue an der Expansion suchen.

Cydra, can you tell us how the Calldown supply ability actually works?
1)How much does it cost?
2)How much supply does it grant?
3)Can depots that have additional supply called down still drop into the ground?
4) Is the extra supply permanent or temporary?
Thx, You guys have made my day!
1. Calldown Extra Supplies costs 50 energy.
2. Extra Supplies increases the supply output by 2.
3. You can still lower/raise your Supply Depot after calldown Extra Supplies on it.
4. It is permanent and looks different from the Supply Depot, which means you'd better take out this Depot first when you attacking the enemy Terran base. ;)

1. Zusätzliche Vorräte zu beschwören kostet 50 Energie.
2. Zusätzliche Vorräte erhöhen die Versorgungspunkte um 2. 3. Versorgungsdepots können immer noch abgesenkt und angehoben werden, nachdem sie extra Versorgungspunkte liefern.
3. Der Effekt ist permanent und die Versorgungsdepots sehen auch anders aus, so dass man sie leichter fokussen kann.

Aw, so the Assimilator/Extractor/Refinery will be left unattended? Question: Can you construct vespene harvesting building on a depleted geyser?
Vespene's been turned into a finite resource now :O
-Psi
They will be left unattended.
No, you can't construct a harvesting building on a depleted Geyser. And you can find the different graphics for the depleted Geyser, it turns into more red color.

Assimilatoren, Extraktoren und Raffinerien bleiben unbeachtet stehen, wenn der Geysir leer ist. Man kann jedoch keine der drei Gebäude auf einen leeren Geysir draufbauen und leere Geysire bekommen auch eine andere Farbe.

for zerg is it the same that the hatchery sets the rally, or can you rally for each individual egg?
You can do both. You can set a rally for your hatchery, but can then override it with manual orders per egg as well. Also don't forget, you can set a worker rally point for your hatchery, as well as a unit rally point.

Es sowohl möglich, die Eier einzelnd mit einem Sammelpunkt zu versehen als auch die Einheiten- und Arbeitersammelpunkte seperat zu verlegen.

The psi round deals bonus damage vs casters (high templar, infestor...), but all the units with energy receive this extra damage (specially huge units like battlecruisers & motherships)?
Thanks.
You can't target mechanical units with Ghost's Psi Round, like Battlecruiser, Mothership and Nullifier.

Mechanische Einheiten wie der Kreuzer, das Mutterschiff oder der Nullifier können nicht von der Psi Round Fähigkeit des Ghosts anvisiert werden.

According to the new Q&A both terrans and protoss got energy-dependent economy boosts, the zerg doesnt. instead the zerg gained a boost in unit construction time (i.e. queen spawns 4 mutant larvae). one implication i can see is that it further underlines that zerg needs to expand quickly, and they can maintain numeric advantage as long as they manage their expansions well.
I'd like to see what more experienced players can forsee besides this, gameplay-wise.
Spawning larva also costs energy (currently 25) and time.

Larven zu beschwören kostet akutell 25 Energie und besitzt einen Cooldown.

Wie immer seid ihr herzlich dazu eingeladen, diese Fülle an Informationen im Forum zu diskutieren.