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  • StarCraft II Q&A batches/29
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  • ---StarCraft II Q&A Batch 29--- Gameplay Blog: This week I had to learn the hard way a change in our latest build of StarCraft II, which the Devs conveniently forgot to tell me about. As Protoss, I did my standard dual Gateway build, scouting to find that a lone SCV building a bunker outside of my base. In my mind, I thought, OK- a standard bunker rush, no problem! Build 2 Zealots and then hit the Bunker. As always, feel free to give the Devs and I a w00t if your enjoying these Q&As! --- StarCraft II Q&A Batch 29--- 5.What is the status of StarCraft IIs AI?(sclegacy.com) --- End of Transmission---
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  • ---StarCraft II Q&A Batch 29--- Gameplay Blog: This week I had to learn the hard way a change in our latest build of StarCraft II, which the Devs conveniently forgot to tell me about. As Protoss, I did my standard dual Gateway build, scouting to find that a lone SCV building a bunker outside of my base. In my mind, I thought, OK- a standard bunker rush, no problem! Build 2 Zealots and then hit the Bunker. As it was a small 2 player map, my opponent was able to bring in a single Marine and Medic very soon, especially with the SCV repairing the Bunker at a very fast rate. As he repaired, I chased the SCV around the Bunker and attacked the Bunker with my other Zealots. To my disbelief, the Medic inside the Bunker was healing the SCV outside of the Bunker. Soon enough, another SCV showed up to repair the Bunker, as well as a Marauder, slowing my Zealots before they could reach the Bunker. At this point I had lost my initial two Zealots, but I had built four more. At the same time, my opponent now had a Marauder, Medic, and Marine, with 2 SCVs guarding the Bunker. These SCVs were impossible to kill since they were both running around the Bunker, being healed at the same time, while my Zealots were slowed and shot at by the Bunker. When my Zealots attacked the Bunker, the SCVs repaired the Bunker. Needless to say, the standard Bunker rush is not so standard anymore. With Terrans Salvage ability, being able to deconstruct Terran buildings for 100% of the cost back, adds to the devastating effect of a StarCraft II Bunker push. On top of that, adding a Ghost in the Bunker, allows for Sniping within the Bunker, as well as huge range, making it an effect pushing structure before you tech to Siege Tanks. Thanks for letting me know guys :P GG. As always, feel free to give the Devs and I a w00t if your enjoying these Q&As! --- StarCraft II Q&A Batch 29--- 1. Do the Terrans currently have a purely dedicated anti-air unit filling the role of the Wraith and Goliath? (sc2pod.com) 2. Do the Auto Turrets built by the Nomad attack randomly like the bunkers in the original StarCraft or will the player be able to choose the target similar to the Missile Tower? (broodwar.de) Auto Turrets can be controlled by the player as if it were a stationary unit. You can both group them and focus fire with them. When they are not given an order, they will fire at the nearest enemy within range. 3. With the Reaver removed, and his siege role moved to the Warp Ray, what will take his splash role? (TheWarCenter.net) 4. With water featured on some of your maps, will this allow modders to try new game ideas that may make use of water? (StarCraftZone.com) 5.What is the status of StarCraft IIs AI?(sclegacy.com) StarCraft IIs AI (artificial intelligence) is definitely superior to Brood War in many ways, though most notably, the AI does a great deal more of scouting, and makes decisions according to what it has found during those scouting missions. Unsuccessful scouting missions, similar to what a player might experience would tend to lead towards a more standard type of army build or continued scouting. --- End of Transmission---