StarCraft 2 Q&A 45 : Harmless Creep, Powerful Hallucinations

Karune has recently released the 45th installment of the Q&A series, featuring six questions and a Chat with the Devs section. Two thirds of the batch are dedicated to the clarification of Zerg gameplay issues, such as Zerg Creep behavior and the recently altered Nydus Worm.

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms. At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Blizzcon 2008 has indeed provided fans with plenty of hands-on experience and gameplay mechanics information, which translated promptly into a barrage of both positive and negative feedback, as well as pleads for an earlier beta.

Here’s what the developers had to say about some of the lesser focused topics:

Hallucination

 

The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Hallucination done right is one of Protoss players’ wet dreams for StarCraft 2. StarCraft 1’s hallucination, despite being an incredibly fun and easily obtained spell, did not see much action due to its direct competition with the Psi Storm over the Templars’ energy pool.
StarCraft 2’s incarnation of Hallucination is availible to the low tier Nullifier unit, and can create:

  • Hallucinations of units which have not yet appeared on the battlefield
  • Multiple hallucinations per use, based on the actual unit cost.

Considering the early stage of availability, Hallucination can easily play a vital role in both tech- and rush-oriented strategies. The defensive and offensive possibilities of its employment are so vast that we’d bet on the ability getting nerfed in the next build. Enjoy it while it lasts, alpha testers.

Queen Spawns 3 Mutant Larva


The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Queen

In case any of our readers assumed the Queen is being nerfed due to it no longer being a unique unit, we suggest re-reading the above paragraph. The situation where a Zerg player had to build additional hatcheries to ramp up his production capacity has been changed in an interesting way. To get more production going, the Zerg will now rely on the Queen, which also has plenty of other abilities to offer besides spawning Larva.

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

 

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

 

2. Are there abilities that remove creep? (TheWarCenter)

 

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

September’s monthly discussion provided Blizzard with plenty of ideas as to what kind of role the Zerg Creep should play on the battlefield. The removal of Creep’s ability to cause damage is not a “nerf”, however, due to the simple fact that it was not beneficial in the first place, as Karune explained.

Creeping

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

 

No, they do not apply to air units or drones.

 

4. Won’t Reapers, Marauders, Hellions, Siege Tank’s splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

 

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

 

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

 

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

 

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

 

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

The Thor, a unit that has gone through many iterations by now, seems to have transformed into a glorified Goliath. Its current role seems to be to counter pesky Zerg hit and run attacks and sieges of longer ranged units, such as the Protoss Carriers.

Will this satisfy Blizzard? Will it satisfy the fans, who have expected something more impressive than the somewhat anemic Goliath of StarCraft 1, and who are still enamored with the old Barrage ability? Time will tell.


15 Comments to “StarCraft 2 Q&A 45 : Harmless Creep, Powerful Hallucinations”


  1. WayneInc — November 5, 2008 @ 2:39 pm

    first comment

    answer: no it wont, time doesnt need to tell

  2. nigdaman — November 5, 2008 @ 4:04 pm

    HAHA Wow man that was a funny answer.

    These pages help in taming our obsetion for SC2. Giving us more to look forward to. ^_^

  3. johnner — November 5, 2008 @ 6:34 pm

    Much balancing needs to be done.

    but for some reason, today I am getting a feeling…

    “Hey, SC2 is pretty much just like a redo of SC1…”

    isn’t it? (besides the single player, which seems fantastic.)

    There just hasn’t been much changes for SC2 multi players.. new graphics.. some new units.. same old same old.

  4. meo123 — November 5, 2008 @ 8:52 pm

    Do they move the Missile Barrage ability from the Battle Cruiser to the Thor? If so what ưill the Battle Cruiser have?

  5. nfx — November 6, 2008 @ 3:10 am

    geeeeeezzzsz they really got things in very much depth…they i was just hoping they really make the game more interesting than before…but why are they having 2 thoughts in removing the thor??they changed their names,abilites & renew their look…but i will be really be disappointing if they will remove the coolest units..in the multiplayer game..like the ghost’s Drop pods and the Cobra UNIT.. and now the THOR???

  6. Nattaboy — November 7, 2008 @ 1:06 pm

    I really liked the Thor. But now it just doesn’t appeal any more. like they said, a glorified goliath. If it is Air Defence, why bother with one when can jus build missile turrets?

  7. redrach — November 7, 2008 @ 10:54 pm

    @johnner
    Seriously? I’m actually on the other side of the fence. I watch a lot of competitive Starcraft, and my mind is struggling to grasp how much the metagame will shift.
    Since you seem to like ‘Toss, let me use them as an example - if you take a look at the Blizzcon SC2 exhibition matches you’ll notice how much more aggressive Protoss harassment is now. The ability to rapidly summon units into the back of a Zerg base with a single shuttle means that Zerg can no longer get by just by defending their choke with a bunch of Sunkens. Not to mention how Stalkers can be used to harass drone lines.
    Believe me, it’s a whole new ball game.

  8. nfx — November 8, 2008 @ 1:54 am

    @nattaboy
    i agree with you man….why did have to show the thor if the are going to remove it?man…the first time i saw the unit “thor” it really a great unit for offense..cause like they blizzard said that the terrans excels at defense situations..like the night Hawks,Hellions,etc. i really hope that they make the right decision for this….

  9. kent — November 8, 2008 @ 8:26 am

    On the Thor.. I agree.. such a big unit as air defense? what’s inside of that robot? The goliath use to be able to hit rather far and was just 1/10 the size… If they want to make the Thor a normal uni.. I guess give it a normal size.

    on SC2 same as SC1…
    I kind of share a similar sentiment… yes, new strategies, new units.. but the idea of SC2 is a glorified expansion pack of SC1 is still true, there’s hardly anything “backbone” that’s changed… same old, build Command Center, Barrack, pump marine.. tech up… It is not really a new game if you compare SC2 and SC1 with WC 1 2 and 3. Each Warcraft has a very vvyr different “feel” to them that makes it very uniquely an “upgraded new game”… wc2 has 2 races, same unis, wc3 is 4 races, everything different…

    SC2… is like to me… WC3 in space.

    Just.. no new breakthrough, if you follow.

  10. Joe — November 9, 2008 @ 2:05 am

    Yes it is like Starcraft 1 because Starcraft 1 is a good game. The Warcraft series needed upgrading, hence the large change. Starcraft 2 is building more in non-gameplay areas, such as story, community, and esport. The gameplay from Starcraft 1 is what needs the least upgrade.

    Of course there is major changes in gameplay demonstrated so far, but overall form is similar because it works really well. To me Starcraft 2 seems to be on the right track.

  11. St4lk3r — November 10, 2008 @ 7:42 pm

    “Yes it is like Starcraft 1 because Starcraft 1 is a good game. The Warcraft series needed upgrading, hence the large change. Starcraft 2 is building more in non-gameplay areas, such as story, community, and esport. The gameplay from Starcraft 1 is what needs the least upgrade.

    Of course there is major changes in gameplay demonstrated so far, but overall form is similar because it works really well. To me Starcraft 2 seems to be on the right track.”

    Totally agree. However, we still need to play the game to draw conclusions.

    It’s still work in progress. Therefore, a lot can change.

  12. jamvng — November 10, 2008 @ 11:56 pm

    yup starcraft 1 was a GREAT game, with balanced and unique races, and fast-paced action, yup sc2 just needs to build on it and MOST fans will be happy

  13. Dill — November 12, 2008 @ 9:19 am

    I’m one of those “Make the Thor back into a ground attack unit” people. Without the Banshee AoE, battlecruiser plasma torpedos, etc., some of the “the Thor overlaps” issues have beenm removed, and a blockade breaker still may have potential as a useful unit (though with all the much more mobile units around, it may not be so useful.)

    Since the Jackal has moved somewhat away from a “cobra type unit”, I’m thinking that the terrans could get something like a “missle rover” as their long range anti-air vehicle. the backstory is there (The explanation for vikings describes terrans as needing more mobility to deal with mutalisks, and describes goliaths as successful, so a hovercraft missile shooter could fill that role.), plus fits better with appearance and style as an anti-air unit than the Thor.

  14. nfx — November 13, 2008 @ 2:42 am

    wow…..nice one..man,, i agree with Dill.the terrans need more mobility…since the Zerg and the Protoss got some New Weapons…that makes a make them really a big threat to the terran players…but what “Balance” are they talking?and the NEW units?man….they are taking out the great units in the game!,keep it going guys!

  15. temsescarry — December 19, 2008 @ 10:14 pm

    Hello! simply super resource

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