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StarCraft II - Developer Update - HotS
Apr 11 2012, 6:17 pm
By: Ahli  

Apr 11 2012, 6:17 pm Ahli Post #1

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


STARCRAFT II - Developer Update
--- Heart of the Swarm Multiplayer ---

Quote from Blizzard Entertainment, Dustin Browder
We are currently working nonstop on StarCraft II: Heart of the Swarm (and Blizzard DOTA) and hope to be able to get Heart of the Swarm out to the public to see sometime in the near future. While we believe we have some great things lined up for the single-player campaign, I wanted to take some time to give you an update on the recent changes and what cool things we have in store for multiplayer.

Terrans

Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them.

If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic.

Protoss

Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.

The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.

We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.

Zerg

Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.

We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.

We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.

We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it.
Source





Apr 11 2012, 9:06 pm luzz Post #2



Heck yes this is amazing!!! Woot!!!



None.

Apr 12 2012, 1:26 am ClansAreForGays Post #3



I agree with pretty much everything, but..

Quote
The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.
Collosi? Void Ray? Carriers?

Quote
The viper can also regain energy by feeding off of minerals
Loooove it.


What everyone's really thinking though is "WTF? HOW IS SWARM HOST EFFECTIVE AT ALL?!"




Apr 12 2012, 3:19 am Jack Post #4

>be faceless void >mfw I have no face

Quote
The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.
Uhh, guardian which can attack air. Yay!



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 12 2012, 3:15 pm Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from ClansAreForGays
What everyone's really thinking though is "WTF? HOW IS SWARM HOST EFFECTIVE AT ALL?!"
Like Free Zerglings and I think they buffed the HP of Swarmhost's Broodlings. So basically you can siege the enemy, especially terran siege tanks with that pretty good.

I would think about how TvT should work when you build something that is even longer ranged than siege tanks? :S The fear of replacing the siege tank with that unit is to big and then you got the same thing...

I would try an ability for the reaper which is like a smoke grenade which makes ranged units like siege tanks unable to target units B when these units B are within the outer 30% of the tank's range. So basically shortening the range of the tank where the smoke is, but without screwing with the short ranged combat to much.
So it's like a dark swarm vs long ranged units. You would get some extra space to place your own tanks or run units with less hits received into the enemy tanks.

I hope the colossus receives a change. It definitely needs some factor which makes it more interesting and less of a a-move unit. For example lowering the movement speed and adding a sprinting ability to raise movement speed for a few seconds. But I think that's not a good solution, but something that could be done.




Apr 12 2012, 3:28 pm luzz Post #6



Ahli u speak for me xD smoke grenade would be great! And ya, colossus is just too micro killing, all u do is press a click somewhere, and sit back.



None.

Apr 12 2012, 3:46 pm TF- Post #7

🤙ðŸ¾

Quote from Ahli
Quote from ClansAreForGays
What everyone's really thinking though is "WTF? HOW IS SWARM HOST EFFECTIVE AT ALL?!"
Like Free Zerglings and I think they buffed the HP of Swarmhost's Broodlings. So basically you can siege the enemy, especially terran siege tanks with that pretty good.

I would think about how TvT should work when you build something that is even longer ranged than siege tanks? :S The fear of replacing the siege tank with that unit is to big and then you got the same thing...

I would try an ability for the reaper which is like a smoke grenade which makes ranged units like siege tanks unable to target units B when these units B are within the outer 30% of the tank's range. So basically shortening the range of the tank where the smoke is, but without screwing with the short ranged combat to much.
So it's like a dark swarm vs long ranged units. You would get some extra space to place your own tanks or run units with less hits received into the enemy tanks.

I hope the colossus receives a change. It definitely needs some factor which makes it more interesting and less of a a-move unit. For example lowering the movement speed and adding a sprinting ability to raise movement speed for a few seconds. But I think that's not a good solution, but something that could be done.

Thing is, there's already a "long range missile launch" option for breaking tanks, it's called the nuke. Also the mechanics behind that smoke grenade sound complicated, I'd rather have a smoke grenade that blocks line of sight on the ghost or medic (screw medivacs), dynamic sight blockers work in the WoL engine anyway.
Tempest is also kind of lol, it's just a Carrier without interceptors now, that also looks really dumb.

Basically there's no advancement being made on the engine or the game mechanics, so all there's left to do is increasingly absurd permutations of what's already in there, like flying spidermines and casting Consume on minerals.



🤙ðŸ¾

Apr 18 2012, 1:57 pm ClansAreForGays Post #8



Quote from Ahli
Quote from ClansAreForGays
What everyone's really thinking though is "WTF? HOW IS SWARM HOST EFFECTIVE AT ALL?!"
Like Free Zerglings and I think they buffed the HP of Swarmhost's Broodlings. So basically you can siege the enemy, especially terran siege tanks with that pretty good.
They cost 200/100. So it's only second to an ultralisk (and BL). They make 2 lings every 20 seconds. 2 lings that have to attack, and can't be saved to actually 'swarm'. I just don't see how it works. And I've seen the gameplay with them which just makes my brain hurt on so many levels.

I agree with TF-




Apr 24 2012, 3:27 am Syphon Post #9



Quote from ClansAreForGays
Quote from Ahli
Quote from ClansAreForGays
What everyone's really thinking though is "WTF? HOW IS SWARM HOST EFFECTIVE AT ALL?!"
Like Free Zerglings and I think they buffed the HP of Swarmhost's Broodlings. So basically you can siege the enemy, especially terran siege tanks with that pretty good.
They cost 200/100. So it's only second to an ultralisk (and BL). They make 2 lings every 20 seconds. 2 lings that have to attack, and can't be saved to actually 'swarm'. I just don't see how it works. And I've seen the gameplay with them which just makes my brain hurt on so many levels.

I agree with TF-

And Infestors, unless you value gas and minerals the same.

The locusts basically fill the role that Infested Terrans being spewed onto Siege Tanks and defensive buildings, without taking energy from Infestors.



None.

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