After posting this information, there were quite a few additional questions posed by fans. Karune took some time to clarify points in the update and answer those questions.
- 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.
I don't suppose Proton Charge would stack, hm?
Nope they don't stack, but if casted again, it will renew the duration of the ability.
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.
- 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.
The Dark Pylon and Queen are tier 1 tech. IIRC the Surveillance
Station required the Shadow Ops to be built (making it tier 2), is this
still true of the Orbital Command?
The Orbital Command requires a Barracks first to be built. The Planetary Fortress requires an Engineering Bay first to be built.
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.
Also, Karune, does that then mean that these larva do not cost
supply? If that is the case then another advantage over a hatchery is
if you mess up and forget to build enough ovies (or you just had a
bunch of ovies get sniped), then instead of having to wait for more
ovies, you can build mutant larva and not lose unit making time in the
end.
They do not cost supply, they are just normal larva. The concept of
Mutant Larva with timed life seemed more tedious and much harder to
grasp in gameplay than the current reincarnation, which has definitely
sat much better with the team and testers.
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.