… and the first StarCraft 2 meme was born. It all started with the recent StarCraft 2 beta patch, which, along with the previous patch, hit the Mothership with a massive nerf. Its movement, price, build time, food cost, abilities, shields and hit points have all been affected.
Mothership
- The build time for this unit has increased from 120 to 160.
- The food cost of this unit has increased from 6 to 8.
- The number of shots fired by this unit has decreased from 8 to 6.
- The shield of this unit has decreased from 400 to 350.
- The health of this unit has decreased from 400 to 350.
- The acceleration of this unit has decreased from 1.3125 to 0.3125.
- The deceleration of this unit has increased from 0 to 1.
Then, something epic happened.

A “Yo Mommaship” Battle.net thread appeared, and it delivered. Multiple Blizzard employees have made their contributions to the thread, along with tens of other posters. To spare you from sifting through all the pages of the thread, we’ve compiled the best Yo Mommaship jokes in one Massive (Armored, Psionic) list:
- Yo Mommaship so fat her food cost has increased from 6 to 8.
- Yo Mommaship’s so trashy she doesn’t attack Roaches.
- Yo Mommaship’s so fat she made Jim Raynor say “That’s no moon!”
- Yo Mommaship so lazy that it takes her almost 3 minutes to be instantly teleported.
- Yo Mommaship so dumb she forgot to fire two of her guns. (see patch notes!)
- Yo Mommaship such a floozy, she took 10 marines in her vortex and still had energy left.
- Yo Mommaship’s so fat when she sits around the base, she sits AROUND the base.
- Yo Mommaship so dumb when I said “we require more minerals” she took a Centrum.
- Yo Mommaship so fat that when she uses Mass Recall, your units are still where you left them.
- Yo Mommaship so fat, you must construct additional pylons. Always.
- Yo Mommaship so fat she burns all her energy by turning around.
- Yo Mommaship so fat she tried to cloak herself but it tore.
- Yo Mammaship so fat, it takes 3 orbital scans to see all of her.
- Yo Mammaship so ugly, she blinds detectors.
- Yo Mommaship so dumb she thinks that the Ghost Academy is where Casper lives.
- Yo Mommaship is so fat, the map can only hold one per player.
- Yo Mommahip so fat she hit wormhole transit and got stuck on both sides.
- Yo Mommaship so fat, Blizzard had to nerf her TWICE, just to fit her through the door.
- Yo Mommaship so fat, she takes up the entire control group.
- Yo Mommaship so fat she thought feedback was takeout. (Avarius)
- Yo Mommaship so fat she needs shields just to keep it tucked in.
- Yo Mommaship so fat her rear-end is considered a high-yield vespene geyser.
- Yo Mommaship so fat when she delayed the release of beta 3 weeks because they had to upload her.
- You Mommaship so fat, she takes food from all players in the game.
- Yo Mommaship so dumb, she takes financial advice from Infestors.
07
The month of February began with a reinvigorated, hopeful, and well justified beta rumor frenzy. Blizzard has been contacting gamers, websites and certain individuals about their StarCraft 2 beta access, and all eyes will be focused on Blizzavision’s public conference call, only 3 days away. Blizzard is setting up the pieces for the most massive RTS game beta test in history – a beta that will test not only StarCraft 2’s mechanics and balance, but also the revolutionary gaming platform Blizzard has been working on for a long while.
Blizzard’s Korean community representative commented on the topic and summarized Blizzard’s intentions in the following response:
(Credit for translation goes to our friends at IncGamers)
We know that all of you are very curious about the development of the Beta with the release of many Starcraft 2 Beta Testing related news across various news portals.
Unfortunately, the specifics of beta testing have not been finalized yet and I cannot give you a definite answer through this thread.
But we are trying our best to make the necessary preparations ready and introduce Starcraft 2 as fast as we can. I can definitely say that the Beta test will not just involve industry experts and other VIPs but rather will involve all fans of the franchise.
We understand how long and excruciating the wait was, and we also understand what you want the most right now as well.
We will tell you about any specifics that become finalized as soon as we can.
In the meantime, Blizzard has made some standard updates in the form of new features on the official site and new bits of information from the blues, Blizzard’s official RTS community managers.
The StarCraft 2 website has been updated with new fan art, all very inspiring StarCraft works.
Zhydaris took the time to post about the updated Zerg Baneling mechanics on the Battle.net forums in response to a 5-question inquiry by a fan.

1 - The Banelings cannot detonate while burrowed, they have to unburrow first and then explode. I know what you’re thinking. “Hey, probably exploding while burrowed would be a better warfare tactic”. You must understand that exploding in the name of the Zerg is indeed a great satisfaction for a Baneling, thus they prefer to unburrow in order to showcase their enthusiasm for their role by exploding with a smirk on their face. If you zoom close enough you will see a little smile on their little glowing face of theirs. Ah, gotta love the Banelings.
2 – They’ll wait for your command. If you don’t tell them to explode, they’ll just wait while staying burrowed. That’s nice for setting up ambushes.
3 - They always wait for your command.
4 – They’ll not behave like Infested Terrans. The attack-move command is not going to be interpreted as “Go and explode at this location”, but rather as “Move to this location and attack any enemy unit. If you can’t spot an enemy unit, just sit there”.
5 – It’s comparable to a D8 Charge, yes, the explosion covers pretty much the same area.
The above answers clear the air (if not to most Zerg players’ satisfaction) about the Baneling’s most dangerous, coolest and problematic property – the ability to act as a powerful underground mine. Some players will undoubtedly be disappointed that Blizzard took the safer (balance-wise) path of forcing the suicidal Zerg unit to unborrow prior to exploding. Of course, this won’t prevent them from still being very dangerous in this role.
Zerg units were not alone in getting blue attention, as both Terran Reapers and Protoss Nullifiers were mentioned by Blizzard’s community teams. Most importantly, the Nullifier, the superstar of the freakishly awesome 3rd battle report, has been renamed to Sentry and has received an updated unit model.

Kapeselus took the time to clarify how the Reapers’ D-8 charges act once deployed. The D8s have a 2 second delay before exploding, providing some panic dodging time, and are indestructible, at least in the current build.
In the current build you cannot destroy D-8 Charges. By that I mean that you can select them, but they are indestructible (they don’t have HP like other units do, just like units caught by Arbiter’s Stasis Field in SC:BW for example). If you are playing against Reapers though, you can still dodge the charges, as it takes them around 2 seconds to blow up.
He also answers some follow-up questions about the dangerous use of the charges against buildings:
D-8 charges don’t stick to buildings. You can only throw them directly to the ground and if you target a building they will just appear next to it. They also only damage ground units, so they won’t do any damage to your buildings if you manage to lift them off before the charges blow up.
You cannot damage burrowed zerg units if they are not affected by any means of detection. For example if you raid your opponent’s mineral line and he burrows his drones you won’t be able to damage them without a detector, like for example a Scanner Sweep.
D-8 Reaper raids are going to be a major issue for enemies of the Terran to take into account when constructing their bases. Clumped up Supply Depot farms, undefended worker lines, or expensive, high-tier buildings – all will be easy pickings for quick and painful Reaper raids.
Last but not least, Matt Horner – one of StarCraft 2’s key Terran characters – has been awarded with his very own lore page on the official StarCraft 2 website, being added to the respectable list of heroes: Jim Raynor, Zeratul and Tychus Findlay. Read it here.
“…he was young, smart, idealistic, and bored.”

20
This week in StarCraft 2 was marked with multiple blue posts on the official StarCraft 2 forums, topped with a seven question Q&A session for the German fan site starcraft2.4players.de. Most of the answers deal with the finer aspects of StarCraft 2, but there are some interesting new revelations in as well.
1. Are you still developing new units or are you satisfied with the amount of units for each race and, therefore, more concerned about the fine tuning and balancing?
Our philosophy has always been to keep the amount of units for each race to a certain number to keep the gameplay tight, and we are satisfied with what we have right now in terms of that number. Once we head into beta we definitely evaluate the role of each unit and will potentially add or drop units as needed based on feedback.
Throughout the development process, StarCraft 2 has gained and lost quite a few units.
2. Can you explain the movements of big melee units like the Ultralisk in detail? While running through idle units smaller units tend to move away so the Ultralisk can walk in a straight line. Will that happen only in battles or while moving your whole army as well?
The way movement collision works right now is that a unit has to be idle for it to be pushed to a new location by another unit like an Ultralisk. Generally if you are controlling your forces and they are active, you will not see this behavior.
3. In the campaign of StarCraft II, there are many optional objectives to do so that the player can choose how to play through the campaign. But there are players who want to see every cinematic and play every mission. Are there missions where you have to decide, which way you go (e.g. the Terran campaign in StarCraft I, where you decide to choose nuclear weapons or Battlecruisers), or will the player be able to play the whole campaign in a linear progression? Will there be a menu were you can replay already completed missions? If so, can you also unlock new missions in that menu?
As you play through the campaign, there will be a few cases where you must make a distinct choice that could change the outcome of a certain side plot or the fate of a specific character. These choices will be made very obvious to players, and for those who want to see all the possibilities, you’ll have the ability to go back and choose the other path. We will also have a way for you to replay completed missions or cinematic cut scenes via the story mode interface as well.
Blizzard usually provides players with the ability to go back and replay missions; providing gamers with the ability to adjust their decisions is a treat for any must-see-all-paths (/achievement-happy?) fans. Most RPG games, such as the recent Dragon Age: Origins, change plot lines and outcomes significantly according to the choices made. However, Blizzard has stated that the ending of StarCraft 2: Wings of Liberty will be singular, providing the set up for the rest of the trilogy.
4. In the single player campaign of Warcraft III, even races like the Naga are playable temporarily. Is something like that planned for StarCraft II too?
The single player campaign for StarCraft II: Wings of Liberty will focus on the Terran campaign, but there will also be a short series of missions where players take the role of Zeratul and other Protoss forces.
5. Is the range of the stalker’s blink ability limited to the distance between him and the target area or are cliffs and trees considered; so a stalker could blink farther when he’s blinking down a cliff than if he’s blinking up the cliff?
The distance you blink is the same regardless of blinking up or down a cliff.
6. Will players be able to send resources to their allies? If so, will there be a limit to the amount of resources they are able to send?
Yes, players can send and request resources among teammates but only after a few minutes into the game. The reason for this is to minimize imbalances that could be created by one player getting a massive early economic boost from his or her partner dumping resources at the outset of the game. There currently is no limit to how many resources you can share.
We would like to see Blizzard experiment with the resources issue on a race basis. Base the ability to transfer funds on a building, for example, making this decision locked to a certain tech-tree path rather than an arbitrary amount of time.
7. Some replays were not compatible with new patches in StarCraft I. Are you working on making replays compatible with new patches for StarCraft II?
Yes, we’re working on allowing replays from previous versions of StarCraft II be compatible with new patches as they are released.
Moving on, new developments on the Blizzard home front: Karune has introduced two new community team members, neither wasting any time getting their feet wet – both have already been posting StarCraft 2 related info throughout the week.
According the Zhydaris, worker command queues can be set up to be very complex as long as you can afford all the requested resources in advance – even building an entire base in one go.
You can order a worker to build something, then move to a different location, then build something else, and then start to gather resources again. That’s just an example of the queues you could set up with the shift key.
If you order a worker to build 5 gateways, you will have to pay for these gateways immediately.
The won’t build one gateway, then wait for you to collect enough minerals, and then build another one.
Next, Karune discusses the Roach’s role in the game and the fact that it’s here to stay. Currently, it functions primarily as a damage sponge with multiple upgrades, perhaps even one for underground movement.
Most likely the Roach will be in the game – much of the balance work that is done is making sure it fits its role as a damage sponge. Throughout the balance process, the team has been playing around with lots of numbers in regards to how it regenerates, the upgrades the Roach has in terms of speed and health regen, as well as even the ability to have the Roach move while burrowed. None of these variations have deemed to be written in stone, thus we’ll just have to keep you updated as we move closer to beta and actual player testing.

Zhydaris cleared a lot of things up with a few detailed answers concerning “simultaneous casting” and “smart casting”. First of all, here’s a list of abilities that trigger simultaneous, all-unit, one click casting:
- Stalker Blink
- Zerg Burrow
- Battle Cruiser Defensive Matrix
- Baneling Explode
- Viking Mode Switch
Smartcast abilities, on the other, hand include:
- High Templar Psi Storm
- Disruptor Force Field
- All Zerg Mutations
Stalker’s Blink, Zerg’s Burrow, Battle cruiser’s Defensive Matrix, Baneling’s Explode, Viking’s switching from air-mode to ground-mode: you’ll only have to press the key once to trigger the ability for all the selected units at once (be careful with those Banelings!)
High Templar’s Psi Storm, Disruptor’s Force Field, Zerg’s mutations (Zerglings to Banelings, etc.): smart casting will kick in here and you’ll have to press the key for every selected unit.
Zhydaris later gives a detailed and helpful example as to why exactly mutations are now smart-cast:
Here’s one occasion where I think you might need smart casting. Let’s assume you have 20 Zerglings currently selected, you don’t have a lot of vespene gas and you feel the need for 5 or so Banelings. Without smart casting you’ll have to manually select 5 of these little dodgy creatures and then morph them, or else you’ll be mutating all of the 20 Zerglings into Banelings (and deplete your vespene reserves in the meanwhile).
With smart casting on the other hand you’ll be able to mutate 5 of them in a matter of seconds without deselecting them, just by pressing the key 5 times in a row.Obviously this is just an example, but I feel that smart casting has a role to play here.
Will this change to the control mechanism be accepted? Similar changes to StarCraft’s most basic controls have been hotly contested, and this one will likely not go by smoothly as well.
Avarius, the other new blue, has posted some interesting information about how the Protoss’ Immortal comes into play against Zerg. Since the Immortal is most effective against high-damage dealing units, a concern was raised that it might be ineffective against the Zerg’s swarmy nature.
A good amount of zerg units are affected by the immortal’s Hardened Shield. They are particularly effective against roaches, ultralisks, and spine crawlers. Also, Psionic Storm and Nuclear Strike do not appear to be affected by the Hardened Shield as the immortal I just nuked disintegrated gloriously.
The new Blues have been ramping up their activity on the forums lately. Is this a result of the addition of new reps, anxious to contribute their takes on the game? Perhaps Blizzard is trying to restart the hype machine prior to the announcement of the imminent beta?
With Blizzard’s official StarCraft comic strip program, Vespene Laughs, coming to an end, we’re proud to re-introduce our own replacement – Sc2Comic.com. Here’s the first strip, another take on the original StarCraft 2 introduction video:
We’ll aim at releasing a fresh comic on a bi-weekly or monthly basis, with occasional guest artists and multi-strip adventures. Make sure you subscribe to the Comic RSS and to SC2Blog or follow the TerranoZergus Twitter feed to keep yourself up to date on SC2 Comic happenings.
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