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Thấy trong đoạn phim quảng cáo, lính của Zerg đông kín cả màn hình. Mà hình như Bliz vẫn nói là mỗi bên chỉ có 200/200 unit thôi đúng không vậy sao trong phim nó đông thế nhỉ ?

My oppinion : MBS không nên tồn tại trong 1 game thi đấu.GameSpy: What kind of feedback are you getting back from the pro players?
Dustin Browder: One of the big issues is the tension between micro-managing units and macro-managing your economy. We've made some changes to the UI to allow you to do multiple building selection, and to basically select an unlimited number of units. A lot of the very hardcore players are concerned about multiple-building selection because they think it reduces skill. Now I can go back and double-click on my barracks, select all five of my barracks, and build a marine. Before you'd have to click marine, marine, marine, marine across the entire base.
At the same time, we want to give what is now a fairly standard RTS interface to a lot of players. There's a lot of low-skill and medium-skill level players who will get a lot of value out of this. But we understand it's reducing the difficulty for the pros. We're still working on that balance. What we've done with the micro, is that we've added a lot of unit selection, but there's not a lot of concern about that because we've added more micro gameplay.
The Stalkers, Banelings, the Roaches, they aren't just attack-move units, and they require you to manage these units in an efficient way to get the most out of them. The macro play hasn't really caught up on that yet. You still build your base in basically the same way, and we've made it easier, so that's one of the concerns of the pro community. It's not the hard StarCraft that we know and love. That's a real challenge for us.
I know something they don't know, though, and that's that the game is really hard. I've been playing this game for the last year and a half, and I learn something new every day. Things change every day, but I learn new skills as a player, and when I play with some of these pro guys, there's just no way I'm going to beat these guys, they're just better than me. They're a little nervous about the loss of skill, but I don't think they should be.
One of the really interesting things about the original StarCraft was the tension between micro and macro gameplay. Which one do you do, and which one are you better at? Players that are really good at macro could sometimes overwhelm players that are just good at micro. You could find your place on the scale, if you were good at micro, or good at macro, or somewhere in the middle. If we make macro too easy to do, we lose some of that tension, and then it becomes more like WarCraft, and it'll be all about the micro to determine player skill. We still want that tension between strategy and tactics.
In StarCraft, you had five things to do, and time for two. If you have five things to do, and time for three or four, maybe that's not as good a game? We'll see.
. Ultra xuống đất thì sẽ có một cái gọi là ổ voi
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Chris Sigaty, lead producer of StarCraft 2 is very pleased with all of the support and response from the community, he tells GosuGamers.
- It's hard keeping up a high quality information base on our own site, so it's good that other sites are doing it, he says and smiles.
On numerous occasions, hardcore StarCraft fans have accused Blizzard in trying to "destroy" StarCraft with StarCraft 2, which is something the lead designer wants to emphasize that this is not the case. He says that they want to stay very close to the original, but of course having it a bit more diverse. It will still be the fast-paced action RTS game that the fans are used to. And after letting both progamers and "regular" players such as press and other community people try it, the feedback given to the development team is mostly the same; positive.
About maphack: "It's a big deal for us"
Chris Sigaty and the rest of the Blizzard team are well aware of the map hack issues, and they will do the best they can to hinder it in StarCraft 2.
- We are totally aware of it and it is a big deal for us, we continue to enhance the security as much as we can, says Sigaty and mentions the 'Warden', used in the WarCraft 3 Battle.net as an example.
Sigaty thinks the community will do a "classic mode"
When asked if the development team have ever thought of doing StarCraft 2 in a "classic mode", meaning taking away all the new finesses such as multi-unit and building selection and automatic mining, Mr. Sigaty says that it is something they have thought of.
- We have thought about it, but it is not something we will actually do, he says and once again points out that they do not want StarCraft 2 to totally replace the original, which adding a "classic mode" would do. He believes though that the community will make one, considering the hardcore fans out there.
Hardcore fan or not, you should be very pleased to have this dedicated lead producer on board for StarCraft 2. Having successfully shipped out WarCraft 3 as the current 'worldly' most played RTS eSport game and having developed StarCraft 2 to where it is today, Chris Sigaty is a man of dedication.