The fan site Q&A series have begun, first out is
TeamLiquid. Here are two of the most interesting answers.
Karune wrote:Q: In StarCraft, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in StarCraft II, and is the game being designed with them in mind?A: While we don’t try to develop too many of these relationships, there are times we do try to make more rigid balance points like these when we see the need for them.
Examples:
1. Zealot –Zergling relationship is still there
2.
Roach vs. Zerglings have this relationship- 3 shots to kill before, and 2 shots after (then gets countered by +1 armor by zerglings)
3.
Reapers scale better than most other units in the game as they normally do 4+4dmg but get +2 per attack upgrade since they fire twice(25% per upgrade compared to the normal 10%)
4. Marine dies in 1 hit to
baneling, 2 hits after
combat shield upgrade
5.
Marauders get just under the
shield of
Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)
6. The
Colossus kills Marines in 1 shot until they get either armor or combat shields, after which they take 2 shots to kill.
Especially this next one is great news, no more need to record video in order to show a game from a players' point of view. You'll also be able to see exactly how the other player beat you, from their perspective

.
Karune wrote:Q: Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing?A: Yes, viewers will be able to watch from any player’s perspective.
For all questions and answers check out
teamliquid.net.
Karune will be posting updates on all fan site Q&As, including ours, in
this thread, so keep an eye on it.
21 comments
#1 HaoWard
#2 Pick
#3 Idomis
#4 Pseudofate
#5 JEKE
It mean that if i go top north and keep going north i will appear from south?
#6 shadowie
He didn't really answer that question well, it might just be that you can add zones that teleport units to the other side of the map when they enter (which is kinda lame). What would be really cool is if the world visually wraps around, like it can do in Civ IV for example.
#7 Khalleb
#8 AUDIE
1st, the ghost getting a slight down grade from "caster killer" to "some type of support unit" is sad. The reason I feel this way is because the ghost went from 100 minerals and 100 gas to 100 minerals and 200 gas. This makes the ghost a very expensive unit to produce and mass production will be difficult to obtain. In fact, the ghost almost cost as much as a THOR does in the gas department. This is really weird and way off in my opinion.
Ghost should not cost a lot and should be lethal special operation units period. This really saddens me because the ghost seems like it is going to be a weak unit that cannot really compete in combat, but is really only useful for special abilities. This recent change in the Ghost structure really weakens the Ghost IMO. Especially since this unit cost 200 GAS!!!!
Now for upgrades!
5. Marauders get just under the shield of Immortals (counters them early game), but as both sides get more upgrades, the relationship becomes muddier and goes in favor of the Immortals. (Immortals with 3 shield upgrade takes only 7 damage per hit currently)
This was the answer Blizzard gave TL. This is really really bad IMO. The reason I hate this upgrade system is the fact that if I am a good player and I upgrade my units with +2 attack it is going to hurt my damage output? You are reducing the effectiveness of my marauder because I upgraded it???? So now my marauder becomes LESS EFFECTIVE because I am a GOOD player and UPGRADED my unit? So now I have to change my tactics because my marauders, because of the upgrade I gave them, activates the hardened shields of the immortals???
Can anyone shed a positive light on this? I find this rediculious
#9 Khalleb
yea i think that to, but they should do if both are upgrade the immortal will get stronger
#10 AUDIE
Agreed, I hope that is the case though Shadowie.
#11 Tiger0211
You're mistaken. Upgrading your Marauder does not lower its effectiveness at all - it just means that it doesn't raise its effectiveness at all. Upgrading the Immortal's defenses, however, does lower your Marauder's effectiveness vs. it.
AFAIK, the Immortal's Shield activates any time the damage is over 10 and lowers it to 10. However, this conflicts with what Karune said about the Marauders just getting under the Immortal's shield early and known info about the Marauder's attack damage and extra and the Immortal's defense type. (i.e. w/ no upgrades a Marauder ought to deal 20 dmg to an Immortal, which ought to be reduced to 10, which would contradict Karune's "get just under the shield of" statement...maybe Immortal Shield is an upgrade again, that'd explain this whole thing
#12 JEKE
Lot of Thanks Shadowie, my english level is a bit low.
#13 Kontan
There there don´t be sad
Lets say you´re building alot of Marauders maxing upgrades and you opponent gets full shield upgraded Immortals. If the game has gone that far there shouldn´t be a big problem for you to start producing Reapers instead since you allready should have a sufficient amount of Barracks. Poof and the Immortals are Toast and your´e Reapers are also fully uppgraded!
I must point out though that i don´t think we´ll se a high level game with only Marauders and Immortals
Feel better?
#14 Idomis
Or perhaps there's now a greater threshold for activating the Immortal's Hardened Shields. As it was, the Immortal couldn't take more than 10 damage/shot period. Perhaps now hits over 20 damage are sent down to 10, making the Immortal really vulnerable to units doing 15-20 damage.
While I think that'd make more sense of Karune's statement, the final parenthetical comment he offers *may* counter my whole assumption.
If he's basing the parenthetical on the previous upgrade commentary, I could be right. If that's a general statement, then the threshold is still set at 10 damage.
#15 Khalleb
yea i think the immortal will low down the dmg recevie from an immortal to 10
#16 Brandonsc2
#17 AUDIE
Yes it did, but I still think it needs to be looked at more closely, but after reading Tiger's post I am a little more comfortable with it. Reapers rule to, so using them for the example was a good idea, because it puts me in a good mood ^^.
I wonder if Tiger ever got a response from Karune on this topic? Hopefully Karune can clarify the mechanics in detail. Still, I will find a way to defeat the immortals.
Also I think immortals shields should be activated by TYPE of damage and not the damage amount, but I am no professional game designer. So I guess I will leave that up to the Devs.
#18 Tiger0211
Nope. I asked it here and haven't got a response. I'll repost it in our Questions for Blizzard thread...maybe shadowie will email it to Karune and he'll answer it in Q&A 51. (just noticed it's been over 2 months since Q&A 50...guess they've been too busy with fansite Q&As and BRs to answer standard batches lately)
#19 AUDIE
2 months? Give it another 3 or 4 and then it will come out.
Nothing out of the norm.
#20 kraken1001
everyone will hardly wait that...
#21 Tiger0211
http://www.sc2pod.com/trackers/blue/?id=1748
Looks like you're wrong.