RSS Available

  Latest Headlines:
1Up.com Visit's Blizzard
Starcraft Q&A Batch #37
No E3 for Activision Blizzard
Starcraft Q&A Batch #36
Comic Con New York 2008 Fiction Details
22 Warcraft and Starcraft Manga Volumes Due by 2010
New Artwork From Starcraft2.com
The Story So Far Part 2
 

  News
  Race Guide
  FAQ


  Screen Shots
  Artwork
  Videos
  Wallpaper


  Comics
  Zug Zug


  Forum
  Links
  About Us






Game Valor




Custom StarCraft Maps

Report News  |   Help Wanted  |   RSS Feed


1Up.com Visit's Blizzard
  • Posted by Kris on 5.10.2008 - 0 Comments

    1Up.com was lucky enough to get a chance to visit Blizzard's studios and not only spend many hours playing the game but also interviews with a few of the top brass at Blizzard (one video, linked below, and the other with Samwise, linked here). You'll probably also want to check out Seven Matches, Seven Victories, which is some discussion following a long session of gaming on Starcraft II and The Dangerous Book for Zerglings, a bunch of info on the Zerg.

    Starcraft II Producer Chris Sigaty discusses the long awaited RTS



    Tour of Blizzard



    Visit here for 1Up's complete coverage.


    Tags: Interview, Video, 1Up.com, Zerg, Samwise, Sigaty

  • Starcraft Q&A Batch #37
  • Posted by Kris on 5.8.2008 - 0 Comments

    Chat with Devs: One of the latest changes the Devs are trying for the Nomad is replacing their previous stationary Mine Drone with Spider Mines. The Spider Mines behave the same as Spider Mines from the original StarCraft. It now also does 50 damage plus 50 additional damage towards armored units. Instead of only having 3 Spider Mines, the Nomad will be able to plant Spider Mines with the cost of 15 energy. These Mines will definitely prove quite formidable against mass Tier 1 units such as Zerglings and charging Zealots.

    As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

    ---StarCraft II Q&A Batch 37---

    1. Can the Ghost snipe casting (energy based) units in the fog of war using its passive sensing ability? (Battle.net) crazy_dave

    While the Ghost will not be able to snipe casters in the fog of war, their current range to detect casters(units with energy) is 30, giving you plenty of time to prepare for incoming threats.

    2. Could you tell us more details about the Reapers' mines mechanics? Are they visible for the enemy? Can they be defused, or should simply be destroyed? Do they deal damage to friendly units and to each other? If so, does the explosion of one mine cause the detonation of its neighbors, or they just die, without dealing damage? (Battle.net) Elsoron

    Yes, the Reapers mines will be visible, though depending on the placement, they can be covered by enemy units moving over them. The mines have very few hit points and can be killed easily. Nonetheless, it is important to note that they are very small, making it more difficult to micromanage those attacks when there are several mines.

    Mines damage both enemy and friendly units/buildings, so making sure you dont blow up your own Reapers is quite important ;) Mines will not detonate other mines, have a 30 second cooldown, and they currently do 30 damage plus 30 additional damage to armored units (including buildings). Furthermore, the mine is now an upgradeable ability of the Reaper.

    3. In StarCraft II there are destructible obstacles like rocks. Apart from simply killing them the Protoss Nullifier can lift them with his Anti-Gravity spell. Do the other races have any similar options to remove or pass the rocks with spells? (broodwar.de)

    Actually, the ability to lift destructible doodads has been classified as a bug and has been fixed in the latest builds. Nullifiers have already proved to be quite strong when used in groups, being able to lift up Siege Tanks and Ultralisks, effectively taking them out of combat until the rest of their reinforcements are dead.

    4. Do Anti-Gravitated Banelings keep their suicidal abilities and act as Scourge? (sc2blog.com)

    Yes, when Banelings die while being lifted by Anti-Gravity, their explosion will hit air units in its area of effect. This could undoubtedly open up some unique and unexpected strategies in team games.

    5. Blizzard made 2 e-sport oriented games after StarCraft: Warcraft 3 and WoW. What are the biggest lessons that you've learned from those 2 games and how will you apply them to StarCraft II? - VIB (teamliquid.net)

    One of the main goals for StarCraft II is to keep the game very visually intuitive and readable. As Dustin has mentioned in our recent chat, visually When a unit teleports, it teleports. When it shoots, it looks like it is shooting. It should be easy to follow on a screen and players should be able to quickly understand what is happening in the battles. Futhermore, Blizzards games has followed the premise of easy to learn and hard to master. StarCraft II will follow this philosophy.

    6. How does the Marauders slow ability work against the Zealots charge ability. According to present knowledge the concussion grenade shot of a Marauder forces its target to stop moving for a short time; afterwards the targeted unit can go straight forward. So does it stop a charging Zealot and does the speed bonus remain?(starcraft2.4players.de)

    When the Marauders concussion grenade hits an enemy target, it will reduce that units speed immediately by a set percentage. The cooldown of the concussion grenade shot is subject to balance. Nonetheless, a charging Zealot slowed by a concussion grenade is still pretty fast. Before the Protoss player upgrades their Zealots with charge, a Marauder can kite a Zealot with relatively little micromanagement.


    Tags: Q&A, Karune

  • No E3 for Activision Blizzard
  • Posted by Kris on 5.4.2008 - 0 Comments

    Newly merged Activision Blizzard has just announced that it will be canceling its membership in the Entertainment Software Association and thusly will not be attending their big E3 bash this year.
    Activision Blizzard has canceled its membership in the Entertainment Software Association and will not be participating in the trade group's official E3 event in Los Angeles this year.

    The publishing giant will not have a presence on the E3 show floor and will hold its own off-site press event on the first night of the conference instead.

    "After careful consideration, Activision has decided not to renew its ESA membership for business reasons and will not be participating in any official E3 activities," Activision told IGN in a written statement. "We appreciate the work that the ESA has done over the years in promoting the interactive entertainment industry with state and federal governments and wish the ESA best of luck with the show."
    Click here to see the entire news post from IGN.com.


    Tags: Activision Blizzard, E3

  • Starcraft Q&A Batch #36
  • Posted by Kris on 4.26.2008 - 0 Comments

    Reminder: This is the final week for I<3 SC Submissions to be eligible for T-Shirts! Send your entries in today! Be a part of StarCraft history!

    http://www.blizzard.com/us/inblizz/contests/ilovesc/

    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:

    http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=463

    Baneling Invasion

    http://www.starcraft2.com/screenshot.xml?s=80

    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 uni