30
A few interesting changes to StarCraft 2 have been revealed during the last couple of days, at the WorldWide invitational in Paris. However, the most noteworthy change is that to StarCraft 2’s economy and resource system - a core concept of the game which has so far remained (almost) untouched.
Gamers who attended WWI could immediately see one of the major changes: all starting bases and expansions now contain two Vespene Geysers. This alone is a huge change from StarCraft 1, where only user-created “money maps” (and a few specialized maps) featured more than one geyser per resource area.

The other changes to Vespene Gas are:
- Vespene Geysers start with only 1000 gas units, down from 5000 in StarCraft 1.
- Workers pick up 6 Vespene Gas units per trip, down from 8, and 2 gas units when the geyser is depleted.
- When a geyser has been depleted (all 1000 gas units have been harvested), an option to “Restore Gas” will appear when it is selected. In the WWI build, this allows the player to sacrifice 100 minerals in order to pump 400 gas units back into the Vespene Geyser, bringing it back to full operational status for a short time.
- Hitting “Restore Gas” will temporarily shut down the geyser completely, prohibiting workers from harvesting any gas. Currently, the downtime is 45 seconds.

All these major changes have been implemented to StarCraft 2 for one purpose: complicate the “macro” portion of the game, which has been downsized severely with the introduction of new and improved user interface aspects, and mainly, Multiple Building Selection (MBS) - which allows players to select all their similar unit producing buildings together and deliver a single command to construct units out of all of them.
Here’s how Dustin “Cavez” Browder, lead game designer, explains the changes:
1) We think gas could be more interesting than it was in the original StarCraft.
2) We think StarCraft 2 can benefit from additional economy choices.
The need to complicate matters has led to the introduction of the second Vespene Geyser and to the “Restore Gas” feature. These two additions will require players to more carefully plan their resource spending.
First, the decision to build the second geyser, just like the first one, will determine the amount of each resource the player will have and the type of army he can construct. Tech progressions and specialized units and abilities require a greater amount of gas, something that a smart scouting player will also note and react to accordingly.
Second, the “Restore Gas” feature will require the player to “babysit” his base more often. 400 units of Gas are harvested quickly, meaning frequent trips to geysers will be needed for a good Vespene Gas income. Of course, players will not always wish to renew their gas supply for the cost of minerals - another decision that will have to be carefully considered and weighted.

These changes will steal some of the added focus to the micromanagement portion of StarCraft 2, which pro-gamers, who’ve had a chance to play the game extensively, have reported about, and divert it back to base and economy management. Other such changes, meant to give players more macromanagement decisions to play with without dumbing down the UI, are being considered by Blizzard. Likewise, the added gas income might explain the higher price on some units which were previously a lot less expensive.
Moving on, a few changes to Minerals have also been implemented. Cavez says:
Minerals are down to 5 per trip, but they harvest a little more quickly. We have been doing some timed comparisons of minerals in the original SC to SC2 and we have been really putting a lot of effort into getting the collection rate to be the same. The pathing is SO much better in SC2 that we were collecting minerals at a ferocious rate.
So now mineral collection is pretty close to SC1.
Mineral patches will still have 1500 resource units, just like in StarCraft 1 - the collection amount change has been brought by because of the different pathing behavior of units in StarCraft 2, which, apparently, is 60% more efficient!

All of these numbers are subject to change, of course. Currently, repleneshing the Geyser’s Vespene Gas supply is a somewhat futile effort.
Realistically, the difference between a depleted geyser’s output and an operational geyser is only 4 gas units. When factoring the downtime of 45 seconds, the real exchange rate hovers closer to 200 gas units for 100 minerals - not a great deal, considering minerals run out eventually (and fairly quickly), while gas fumes last the entire game. More number tweaks, and perhaps other ideas, will have to fill the void to macromanagement left by UI advancements.
22
StarCraft: Legacy has conducted an exclusive Q&A session with Karune, Blizzard’s RTS community manager. Eight of their questions were answered thoroughly, providing a lot of new information.
1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no special abilities. Compared to the Roach, the Hydralisk appears inferior in every way, with it’s only saving grace being GTA capability. However, because the Mutalisk is in the same tier, only slightly more expensive, and it can fly, the Hydralisk appears to be almost useless for such an iconic unit.
Actually, the Hydralisk has since been boosted up quite a bit in terms of damage. They currently have 80 hit points and have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. The Hydralisk also has a range of 6 and moves at a ‘fast’ speed, with no need to upgrade with the speed bonus anymore. Roaches on the other hand, only have an attack of 10, half the Hydralisk’s range, and is slower to move as well. The new damage the Hydralisk is able to put out now makes it very dangerous, as Zerg players will be able to take out buildings with a pack of Hydras, with only a few volleys (same goes to Battlecruisers!). Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected. The new cost for Hydralisks are also 100 minerals and 100 gas.
The Hydralisk of StarCraft 2, not unlike its old incarnation, is a well rounded, multi-purpose unit for the Zerg race. While its price has been increased, most noticeably on the Vespene Gas front (from 25 to 100), the Hydralisk now comes with both available StarCraft 1 upgrades pre-installed. As well, it has been given a damage boost - in damage points as well as in attack type: The StarCraft 1’s Hydralisk attack was “explosive”, which only dealt 50% of the damage to small units. With 13 damage per attack, the new Hydralisk will be able to take down his nemesis, the Marine, in just 4 hits.

2) How does Anti-Gravity work on Zerg buildings since they’re organs intrinsically a part of the creep? They are essentially part of the creep. Do they lose health? Also, how does it affect burrowed units? Will they go back to being burrowed or not?
Zerg buildings will not take damage when they are lifted. Burrowed units lifted will become burrowed again when the ability finishes.
Karune reveals a new way to detect burrowed units - Anti-Grav! The Nullifier will be able to “explore” important locations and reveal hidden underground Zerg units for the cost of some energy.
3) With the Thor back to having both anti-air and anti-ground attacks, will he be capable of discharging both weapons simultaneously at a Colossus? Or will only the stronger attack affect it? If it is only the stronger attack, is that dynamically chosen by the game?
Any unit with both ground and air attacks will attack the Colossus with the stronger of the two attacks, but not with both.
4) With the Medivac being a late-game tech, are Terran infantry impaired against the other two races in early to mid-game?
No, Terran is actually quite strong early game for a few different reasons. One, their tier 1 unit is ranged and is thus excellent at defending cliffs without being able to be countered without sight. Two, the new supply depots are excellent at building the perfect barricade in early game. Three, Marauders are very tough and are excellent at winning heavy micromanaged battles, preventing units from reaching your Marines.
5) Does the Ghost’s EMP Grenade ability function any differently from the Science Vessel’s EMP ability from StarCraft Vanilla?
Nope, the EMP currently works the same as the EMP from the original StarCraft.
6) What special abilities, in the current build, can be cast from inside a bunker? Can a nuke be called down?
In a bunker, units will be able to use Stim Pack, call down Nukes, Sniper, and use EMP.
The news about the Ghost being able to call down nukes from within the safety of bunkers has been discussed before. This is a concern for the enemies of the Terran, since it’s going to be impossible to figure out which Bunker actually holds the attacking Ghost, before even mentioning the unbalanced nature of the Bunker’s protection. Since the Ghost has to be killed for the Nuke to be disabled, this is a big issue. here’s what Karune said about the subject last time:
Honestly, this is completely up to balance, and of course if it proves too difficult to prevent or avoid, I’m pretty sure it will be changed.

7) Does the Jackal’s attack damage friendly units and/or have AoE capabilities?
The Jackal’s attack will only damage enemy units in its area of effect. Technically, it will target a set unit and all units in that line of fire will take damage.
This is where being able to target the ground would come in useful. Since the Jackal has to target a specific unit which will determine the path of the linear Area of Effect weapon, it is limited in its ability to optimally utilize its fiery attack. Smart enemies of the Terran will quickly put distance between the units coming under attack and their friendly forces or just spread their units in advance.
8 ) The Zerg do not seem to have equal air power compared to the other two races. The Protoss have Carriers and Warp Rays; the Terrans have BCs. While the Mutalisk makes a great harassment unit, they simply cannot stand up to significant firepower. Corruptors and Swarm Guardians are strong in their respective fields, but they lack a single unit that can attack both air and ground well. This suggests that air units will be limited to defense and support for a primarily ground based army. The other two races seem more able to have a well-rounded primarily air-based army. Is this the case, and if so, will anything be done to give the Zerg stronger air options?
Zerg currently has the most powerful anti air unit in terms of damage per second, which is the Hydralisk. Furthermore, while the Mutalisks are not the stronger aerial fighter, they do have flexibility, being able to morph into Swarm Guardians for that additional ground damage and range when needed. Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor. While we have experimented with other types of Zerg air units, there are no plans to introduce any of them to the multiplayer version of the game.
Karune makes a good argument in favor of the Zerg, and lends strength to our assertion that the Hydralisk is a robust unit. The Zerg of StarCraft 1 do not have a capital ship, like the Battlecrusier or the Carrier, but that’s part of the charm of the game - every race has obvious disadvantages in some areas, but balance is still maintained between the three of them. It’s only natural for the Zerg of StarCraft 2 to rely on mass numbers, overwhelming their enemies with sheer force, without relying on any capital-class fliers.

20
Since its unveiling in May 2007, StarCraft 2 has been constantly either criticized or praised for the similarity to its masterpiece predecessor. Unlike the WarCraft and Diablo game series sequels, Blizzard’s StarCraft sequel is not radically different from StarCraft. At first glance, the Terran, Protoss and Zerg clash again, with only slightly modified arsenals and greatly enhanced graphics.

But that’s not all. Every RTS game has key concepts that stretch beyond unit armor/damage statistics and eye candy - concepts like the Terran flying buildings, the neutral heroes of WarCraft 3 or the superweapons of Command & Conquer. Concepts that define battlefield priorities, the amount of base management required, and very often compromise the mechanics that drastically change the flow of multiplayer battles.
StarCraft 2 includes many such concepts, which significantly differentiate it from its predecessor:
1) Selection and Automation: Unlimited Selection and Multiple building selection
One of StarCraft’s key troop management considerations was the 12 unit per group limit. Just like any other Blizzard RTS game, and unlike almost any Westwood RTS game, players had to divide units into controllable groups not just based on priority and comfort, but the ease of unified control. Having 15 marines and 7 Vultures usually meant that the player will have to control 3 groups(12+3+7), an artificially imposed handicap which had no real meaning.

StarCraft 2 changes all that. Players will be able to group units by control comfort, map location and unit roles - a drastic change which will affect the diversity and amount of engaged units.
Multiple building selection is a somewhat controversial concept which greatly streamlines production management across multiple buildings. This common control method, which already exists in WarCraft 3, has been criticized for easing production control beyond measure, thus eliminating a facet of skill superiority in matches. MBS liberates more time with which players can focus on controlling the battle, and removes another artificial hassle from the gameplay. Confirmed early on and not changed since, this feature will make it to the Gold version.
StarCraft 2 includes many new automation features, such as smart casting and auto-mining - we have covered them extensively several months ago.
2) Defenses: Terran Supply Depots, Protoss mobile Phase Cannons and the creeping Zerg base defenses
Every race in StarCraft 2 has received significant and original improvements to their defensive structures. The Terran have effectively acquired the first and only StarCraft equivalent of a gate. Despite always having the ability to block and unblock vital ground by lifting buildings off the ground and repositioning them, the size and nature of the new Supply Depots provide an unparalleled static defense flexibility for the Terran players.

The Protoss mobile Phase Cannons are a great way to ensure that every part of one’s base is covered by defenses - if they’re not there at present, they’ll be moved where they’re needed within a few seconds - but perhaps more importantly, they create a great economic advantage for the Protoss. While every other race possesses its own advantages in terms of “offensive towering”, the Protoss have become the only race to be able to recycle its defenses. Static defenses often become obsolete, especially when placed in expansions or offensive outposts, and this feature allows them to be used and reused throughout the game.
Protoss no longer see the Cannons as a waste of resources (even though current build information suggests otherwise) - they can be redeployed to new expansions, be used in a new offensive, or be sent to aid an ally in need.
Similarly, the newly introduced mobile Zerg defenses are a somewhat less aggressive implementation of this idea. While the mobile Protoss Cannons are able to move around even outside pylon range, Zerg defenses, like almost all other Zerg structures, require creep to be built or to move around on. Of course, as noted earlier by Karune - in Zerg Vs Zerg match-ups, offensive towering is extremely effective due to the Queen’s support.
3) Terrain: High-yield minerals, Terrain destructibility, High-Low Ground
One of the first things to be noticed during StarCraft 2’s initial unveiling were the Yellow Crystals. These were later confirmed to be high-yield minerals - a strategy changing concept, which has served Westwood well in its C&C RTS series of games.
The tactical implications of having super-valuable expansions in a macro-oriented RTS game, such as StarCraft, are vast. In 2vs2 battles, an economic advantage is very often all players need to gain a significant advantage over the other team.
Destructible terrain, despite adding an additional tactical twist to any battlefield, will likely become little more than an early game consideration. Blocked choke-points, well isolated expansions and unreachable cliffs will alter players’ priorties, often benefiting the player who correctly times the destruction of these obstacles.
Not unlike StarCraft, StarCraft 2 also has multiple levels of terrain height, but this time the Protoss and Terran are equipped with units specifically designed to hop between the different height levels. Colossi, Reapers and Stalkers have all been designed to take advantage of higher ground in battle. The ability to move between heights provides these units with a significant advantage over melee units, and greatly increases the survival chances they have in multi-tiered maps.
4) StarCraft 2 Production twists - Reactor Add-on and the Warp Gate
One of the most overlooked features at this point is the Terran’s Reactor add-on. As described in a recent Q&A, the Reactor allows a building to build two units at once, effectively doubling its production rate. This is a radical change in production, a crushing advantage for a race that has quite an arsenal of specialized units - as long as the player forfeits the Terran heavy-hitters.
The Reactor add-on can be attached to the production buildings that needs the doubled rate, and detached from production facilities which need to produce Tech-Lab dependant units.
The Protoss Warp Gate, on the other hand, grants the player the ability to summon units directly into expansions and allied bases. A team of Protoss players can provide each other with reinforcements in real time, an especially significant advantage on Island maps and siege situations.
Bear in mind that we have ignored the major implications of introducing such gameplay-changing units as the Zerg Queen and the new Terran Ghost on purpose, to put on emphasis on global aspects that affect production, control, base layout and economy. These concepts are far more likely to survive the many StarCraft 2 builds which have radically altered unit abilities time after time.
09
The 32nd batch of questions and answers is here. This is one of the most important Q&As to date, featuring four new action packed screenshots alongside the usual five answers. The screenshots expose the new artistic direction Blizzard had decided to take with StarCraft 2, and also reveal three new units that have recently been discussed but have yet to be shown.
First up, the new screenshots, followed by important highlights and comparisons to earlier designs:
Screenshot A: Blink Assault
In Blink Assault you can clearly see and feel the new sense of Terran grittiness. Team colors are a bit worn from battle and the metal texture in Terran units and building have been desaturated a bit. In this screenshot you can see Immortals take on the pounding of fortified Siege Tanks with their hardened shields, while the Stalkers blink up on the cliffs for the assault.
* The Terran’s new darker, grittier feel. [Old | New]
* A new, very impressive Yamato Cannon effect.
* The Immortal and the Marine receive new, less bulky weapons. [Old | New]
Screenshot B: A Lone Outpost
The Terran Army struggles to defend their lone outpost in the scrap yards, fending off a Protoss onslaught just long enough until the Battlecruisers arrive. Though even with their reinforcements, the battle is far from won, as the Protoss also arrive with their fleet of Carriers to counter.
* A new, more brightly colored Twilight Archon engages a Battlecruiser.
Screenshot C: The Final Push
This screenshot depicts a large counter attack upon a Protoss base responsible for warping in several waves of attacks on Terran outposts. Dropped Siege Tanks bombard the area, while the Jackals torch up the surroundings with their area of effect line attack. Furthermore, the Marauders slow incoming Zealots as the Battlecruisers plasma weapons make short work of them.
* New unit: Marauder, firing off its Concussion Grenades, which have a slowing effect on biological units and a bonus against armored units.
* New unit: Jackal, which is firing a long-range, area of effect flame instead of the purported Rail Gun.
* Levitating High Templars, now overlooking the battle from a very high position.
Screenshot D: Anti-Gravity Back Door
As requested by the community, I have taken a screenshot showing a Dark Templar squad secretly infiltrating the Terrans front lines with the help of the Nullifier and its Anti-Gravity ability (previous moved from the High Templar). The Terrans wont know what hit them until it is too late.
* New unit: Nullifier. Aside from the Force Field, Null Void and Anti-Grav abilities, this unit also has a relatively weak ranged attack. The attack’s effect is an early design, which Karune promises will change and improve.
* The Nullifier, which has received the High Templar’s new Anti-Grav ability, lifts up rocks at the bottom of the ramp, allowing Dark Templars to infiltrate the Terran base. Anti-Grav, which was supposed to compete with Psi-Storm for the High Templar’s energy, has been transferred to the Nullifier in exchange for its old ability, Hallucination.
* The Zealot receives a much slimmer look, making it appear less like a cartoon character and more like a deadly warrior. [Old | New]
* The Zealot’s Psi Blades, when not in battle, are turned off.
StarCraft 2 has changed a lot since Blizzard first showcased it, almost a year ago, in the WWI event in Korea. Many units have been refined and have had their weapon effects enhanced; the look and feel of both the Terran and the Protoss races have been updated, making their in-game representations closer to the ideal we’ve had in mind since the original StarCraft was first launched.
Blizzard is determined to implement the feedback it gathers during development, and it clearly shows in these new screenshots. Many of the changes we now see are direct consequences of comments fans have made throughout the last months.
Moving on, the standard Q&A batch. First up, a question submitted by the SC2 Blog:
1. Will allies be able to use each others transport/teleportation methods? Marines in Overlords, Zealots in Nydus Worms, etc.. ? (sc2blog.com)
Many of these questions are still being debated within the development team and the final decisions will ultimately be determined through balance. Nonetheless, classic abilities, such as heal by the Terrans, will be usable on allies regardless of faction.
I do not envy the Marine which will have to be transported inside an Overlord…
2. Does the Anti Gravity spell work for your own units? In other words, can you use it to lift up buildings to protect them from an early wave of Zergling? (TheWarCenter.com)
Yes, the Anti Gravity ability can be casted on friendly units and buildings. Also, the Anti Gravity ability has been added to the Nullifier, as the ability has proven much more effective in the earlier parts of the game. Nonetheless, this is still being tested and is subject to change.
As mentioned above, the Anti-Grav ability failed to compete with the deadly and effective Psi-Storm, and has been given to the Nullifier, which now features 3 abilities and a standard ranged attack. Anyhow, casting Anti-Grav on important buildings or on probes to save them from an early rush is an interesting possibility.
3. What happens to units who are under a flying building when it falls down? Can you build a building under the building that are flying? and if that is the case, what happens to that building that it is landing on? Get.Yourgun (gosugamers.net)
This is actually a notable design challenge the development team is currently facing with the Anti Gravity ability. Currently, players are not allowed to build buildings under the floating object. When the object does land, it will land on top of whatever unit is under it. For example, if a Supply Depot is lifted up by Anti Gravity and it lands on a Marine when the ability duration is over, it will indeed land on the Marine (but will not cause damage). The Marine can then move out from under that building in the direction of that players choosing. The details around Anti Gravity are still very much in testing. As this is a new ability, many of the details are not finalized.
4. In StarCraft many glitches and near-bugs were discovered with the years passing. Many of them are used regularly and changed the game (Mutalisk stack, patrol-attacking, mineral hopping, Lurker hold, etc). This is and was even more true for other games (bunny hopping in quake or through-floors dmg, etc) and it became part of the identity of the game that people knew about those glitches, learned and mastered them. They became important aspects of the game.
Will any of these bugs make an appearance in StarCraft II, but as intentional features?
- Chosi (Teamliquid.net)
Yes, certain unit characteristics like the firing on the move dynamic of the Mutalisk, as well as stackable flyers will be in StarCraft II. Some of these characteristics may not feel completely the same, as it is a bit tougher to get flying units to stack, it will still be possible. Although it is important to note that not all of these characteristics will be making it back to StarCraft II, there will be plenty of opportunities for players to find new ways to use the units of StarCraft II in creative ways similar to the original.
A question regarding stackable fliers had been asked before. It’s obvious that StarCraft 2 will “feature” its own set of unique glitches - those that are interesting and contribute to the gameplay will remain, while others that can be abused will be patched out. However, since some glitches in StarCraft have become identified with the core of the game, Blizzard will certainly integrate them into StarCraft 2 on purpose.
5. What are the duties of the Blizzard eSports team, and how much will they be responsible for promoting Starcraft II as and eSport?(starfeeder.com)
The eSports team is responsible for developing Blizzards presence in the increasingly popular eSports scene. Their duties include the planning and operation of Blizzard tournaments around the world in places such as Asia, Europe and the United States. They also provide third-party support for the eSports leagues that host both online and live events using Blizzard titles. Additionally, they help provide balance feedback to our development teams based on interaction with professional gamers and response from the eSports community. They will have an integral role in promoting StarCraft II as an eSports as they have done for the previous Blizzard titles.
A lot of information to absorb in this update. With rumors of things to come, the next few days might be even more exciting. The Terran and Protoss races already look amazing; will the Zerg race live up to the standards set by the Terran and Protoss and to the natural hype caused by its late arrival?
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