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General17 years agoGosu "GosuGamers" Gamers

SC2: Q&A Batch 15

[s]starcraft[/s]

The next portion of questions concerning StarCraft II has just been posted.




This batch is centered mostly on Terrans, but there is also one question on the Protoss. There is still no information about the Zerg and let us hope we will hear something interesting about them soon. As for the additional info, Starport cannot be upgraded into Starbase anymore.

1. Can an upgraded command center be salvaged? Does it lose its mobility when upgraded to a surveillance station?
No, the command center cannot be salvaged, nor can it lift off after it is upgraded to a Surveillance Station (allows the use of the Comsat ability).

2. In StarCraft 1, when you cancel a nuclear launch that is in progress, you lose the warhead. Will StarCraft II make any changes to this setback? (http://www.starcrafttwo.com)
Currently, if you cancel the nuke while it is firing, you will still lose the nuke. This outcome has not yet been finalized and may be changed in the final version.

3. Can a Ghost be equipped with both a Nuke and Drop Pod simultaneously?
Yes, any Ghost can launch either a Nuke or a Drop Pod, making the Ghost highly effective at responding to multiple battle circumstances.

4. Will "caster" units, such as the Protoss High Templar, have a regular attack, like Tassadar had in SC1, or will they only be able to attack through their spells? (http://www.blizzplanet.com)
Currently, there are no plans to give the High Templar a physical attack, though High Templar Heroes will have additional abilities beyond that of the standard unit. At the moment, the High Templar is one of best support units in the game, with the ability to cast a devastating Psi Storm or choke off crucial areas of the map with the force field ability. Once you've used up its energy, no worries, convert it into an Archon with another Templar.

5. Can Marines use the Stim Pack while in a bunker? What about a Ghost's snipe ability?
In the current build, abilities cannot be activated while inside a bunker, but you can activate abilities before entering a bunker. For example, if you activate Stim Pack on a few Marines, then enter a bunker; they will attack at the higher rate of fire from inside the bunker. The Stim Pack effects will still wear off as normal though.

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