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The SC2Blog team has been having a blast playing the beta over the last two weeks, raking in hundreds of games as well as watching many high-level replays, video commentaries and live streams. After gaining some insight into the workings of the game as it is currently played, we have decided to present you with a few of the commonly used strategies in mid to high level of play for all three races. Since there’s a lot to say, we’ll separate the races into three posts, the first of which is dedicated to StarCraft 2’s psionic, photosynthesizing, warp (ab)using Protoss.


Protoss!

Chronozeal

This strategy dominated the early days of the beta and can still be seen quite often. It is simple to execute, fast to achieve and quite devastating – especially before the Chrono Boost nerf, the 10 point reduction in Zealot shields, and the 30% increase in Gateway build time made it a little less quick and easy. This strategy involves quickly getting 3 gates up while building one assimilator for gas. While constantly pumping out Zealots and Chrono Boosting the gates, a large group of them could be amassed rather quickly. The attack is best timed with the completion of Charge research, which greatly enhances the effectiveness of Zealots. Not only does it become impossible to dance around them, they also surround enemies very quickly since the added distance already attacking Zealots add is negated by the superspeed. The toughness and relatively high attack damage of Zealots make this one of the first winning strategies for the Protoss in the StarCraft 2 beta. Evolutions of this strategy involve adding a Sentry or two, helping the Zealots take less damage from ranged attacks or trapping enemies with the Force Field ability.

Counters:

  • Well-defended choke points
  • Mass Roach
  • Marine and Marauder balls with a couple of Hellions for flavor

Quick Colossus

Colossi lasering the field of battle

After players began exploring the game some more, many have found the awesome power of the Colossus to be too good to pass up in just about every match. Soon enough, Protoss players understood that the Colossus literally wipes the floor with just about any ground unit, and so, many now rush to get one out as soon as possible. The most common strategy involves getting a Zealot wall to be used as fodder along with a handful of Stalkers and Sentries, with the Colossus laying back and lasering everything in sight with its huge, sweeping beams of scorching death. The upgrade found in the Robotic Bay is a critical one, increasing the Colossus’ range of attack from 6 to 9. Most players seem to understand that despite its cost (200/200), this upgrade is more important than getting a second Colossus out. Indeed, upgraded Colossi are a mainstay unit for the Protoss: not only are they easy to use effectively, but with a little micro, positioning the Colossus so that the the beams inflict maximum damage or dancing with it up and down cliffs is extremely rewarding.

Counters:

  • Immortals, Void Rays
  • Banshees, Vikings, carefully handled Marauders with EMP support in the early game
  • All Zerg air units

Void rush

The Void Ray is a very unique unit with a distinct Protoss feel. Few tier 2 units in the game can inflict so much damage in such little time, and so it did not take long for Protoss players to abuse the potential of this unit. Requiring only the Cybernetic Core as a prerequisite and the Stargate to manufacture, the first 200/150 Void Ray can be brought to the field very quickly – especially with some help from Chrono Boost. Protoss players would quickly block off the entrance to their base, hopefully prohibiting the enemy from knowing what they’re up to, and then send 2-4 Void Rays to attack their unsuspecting enemy right inside their home.

Void Rays taking down Nexus even while being shot

The usual harassment at this point of the game focuses on the mineral line, but Void Ray rushers do not compromise for such petty means and go straight for the Town Hall. Players who lack any sort of anti-air will lose immediately, while others who can defend will spend the next few minutes losing various units and buildings to hit and run attacks while the Protoss player solidifies his economy and expands. Players who wish to use this strategy must make sure they possess the ability to micromanage these attention-requiring units, which are quite slow and not heavily armored, while also taking the time to take care of their economy and production.

Counters:

  • Stalkers with Sentry (Sentries are light and, with Guardian Shield, take little damage from Void Rays)
  • Mid-sized Marine groups
  • Hydralisks

Dark Templar harassment

Still alive for the most part, and as effective as ever, or more so – now that Overlords are not detectors anymore. StarCraft 2’s Warp-in mechanic allows Dark Templars to be summoned directly to expansions, proxy pylons and to the occasional Warp Prism, hitting where detection is lacking and where the dark ones are least expected. Players lacking detection or an observant eye on the battlefield will take heavy damage before stopping the sneaky, hard-hitting Templar.

Mothership

Before Yo Mommaship got so fat, it was quite the unit to aspire to and get out to the field as soon as possible. Not only did its devastating Vortex ability cost 75 energy units, allowing it to be cast in every battle easily – it was also a fighting beast itself. With 400/400 hp/shields, a powerful, rapid attack that could take down workers (sans SCVs) and Marines in a single shot, a base armor of two, and an insta Town Portal button, the Mothership was often seen patrolling the skies all by itself, looking for prey. What was the risk?

Later in the game, the Mothership carried the entire Protoss army (or just cruised around with an air force) under its cloaking veil, vortexing everything in its path and destroying the remnants. Fortunately for the enemies of the Protoss, the wide range of nerfs to the Mothership have reduced it to something resembling more of a powerful Arbiter than anything else.

Counters:

  • Sucked into a Vortex

Mothership so fat

What is the standard?

If one could point out a “solid” strategy, which does not either over-commit the player to a certain route nor expose him to a hard counter, it would be the standard Gateway/Robotics build.

A Healthy Protoss Mix

Zealots, Stalkers and Sentries are all availiable practically from the very beginning, and Immortals coupled with Observers provide the early-mid game Protoss player with enough tools to deal with most normal threats. Healthy scouting and pressure that can be applied via the early attainable army would often counter most cheese tactics and allow the Protoss player to force an end to the game right away or comfortably segue into late-game play.

Blizzard has delivered. Thousands of people have already downloaded and installed the StarCraft 2 Beta, the Battle.net 2.0 platform is online and fully operational (where it counts), maps are downloaded swiftly, and finding a match takes seconds.

In general, the beta seems to be going very smoothly. Many players already populate the various leagues, the interface is smooth and quite intuitive, and is, amazingly, integrated into every part of the game in a very unobtrusive and efficient way. Some complaints about unused space have been made, but where it matters – inside the game – it functions beautifully.

Download Count Error - Over 16777% !

Ten Blizzard maps have been made available, all in either 1v1 or 2v2 sizes, on a variety of tilesets:

  • Blistering Sands
  • Desert Oasis
  • Scrap Station
  • Steppes of War
  • Kulas Ravine
  • Lost Temple
  • Metropolis
  • Twilight Fortress
  • Shakruras Plateau

Some maps come in two flavors – novice and normal. Novice type maps have a slightly modified topography and provide players with conditions conducive to less eventful early games.

Novice And Regular StarCraft 2 Maps

Battle.net’s post-match screen includes a very informative tab that provides a clear summary of each players’ build orders, directly compared to each other. This second-by-second view provides a great insight into the first crucial minutes of the game and will help players understand where exactly they might have gone wrong without taking the time to go over the replay.

Build Order for the win!

Next on today’s agenda, we’ve compiled a short list of changes to the game we haven’t heard about before the beta began:

  • When a Protoss player has one or more Warpgates, hitting “W” will select all of them, making warping units to the field a button-click away at all times.
  • Lurkers are no longer a part of the game. The unit is completely gone.
  • The Protoss macro mechanic has been replaced. Instead of the periodic Probe mining bonus, the Nexus now has “Chrono Boost“, a 25-energy ability that the Nexus can use on ANY building, including those of allies, to increase the speed of unit production and research. Extremely useful in all situations, from the beginning of the game (build Probes faster) to the end (Build Mothership faster).
  • Speaking of the Mothership, its “Black Hole” ability now functions as a souped-up Stasis Field, sucking up all units around the area of effect and keeping them trapped in another dimension for a short period before spitting them all out when it dissipates. Use with a well-timed Nuke for bonus points.
  • Mentioned just a couple of days before the beta, Banelings can now again be used as underground mines, detonating while burrowed. However, the favorite strategy with Banelings is currently “get a lot of them and roll into the enemy base”.
  • There is NO chat on battle.net besides that with your friends and the “parties” you form with them. No regional or global channels like in StarCraft 1, and no chat gem either.
  • The Battlecruiser no longer has different abilities to choose from. Instead, only the Yamato Cannon is available after being researched at the Fusion Core.

Battlecrusiers Yamatoing

  • When a player losses all his main structures (Command Center, Hatchery, Nexus), all his units and structures are revealed to the enemy. This measure was implemented to prevent players from abusing the players who just beat them by playing Pylon hide-and-seek. However, it is already raising some concern about end-case situations (stalemates, players still having enough money, etc). The SC2Blog recommends turning this feature off in tournaments and other high-level competitions.

If you’re having a hard time letting go of your recently acquired StarCraft 2 Beta, you can now enjoy its theme music even when doing what you should have been doing instead of playing:
Terran theme: http://www.youtube.com/watch?v=NcghLSIpZlM
Zerg theme: http://www.youtube.com/watch?v=1ivYHY8V-XA
Protoss theme: http://www.youtube.com/watch?v=zuh96ogWoAc
Menu theme: http://www.youtube.com/watch?v=tVNyU-BF9wg

For players who are not in the beta and are eager for some action, here are some new high-definition gameplay videos. If you’re looking for more, stay tuned and keep an eye over our Facebook page – it will periodically be updated with noteworthy live streams, as they occur.

The fourth Battle Report has been officially released! The battle report has been leaked to the net a couple of days ago, but now’s your chance to download a high-quality version straight from Blizzard’s official page, where you can also opt to watch it streaming along with the transcription of the shoutcast. The current Battle Report takes place in the StarCraft 2 incarnation of the legendary Lost Temple – an original StarCraft 2v2 ladder map that was extremely popular for 1v1s as well.

Lost Temple

StarCraft 2’s version of the Lost Temple has the following distinctive terrain features:

  • Very narrow main base choke points
  • Unlike the classic version, the top player’s natural expansion is placed to the left, at 11:00, instead of 01:00
  • Two Xel’Naga watch towers are placed at key center locations
  • Destructible Rocks block high yield mineral mining spots
  • High ground locations have been “standardized” to eliminate the original Lost Temple’s slight imbalances

The match itself is as fast and brutal as all StarCraft 2 games we’ve witnessed to this point. However, it was different in some key aspects, many dependent on the nature of the map, which has most of the minerals in the surrounding areas and a large open space in the middle.

It was very apparent that the Terran player, David Kim, prepared for a long game. He invested in an Orbital Command to call down Mules and gain an economic advantage very early on – just after constructing his first Barracks, in fact. Later, only 5 minutes into the game, he builds two command centers concurrently, floating one to his natural and another to the island. The Protoss player, Yeon-Ho Lee, had his natural expansion up at that point as well. The Terran also carefully blocked the entrance to his main base using the crucial “Gateway” Supply Depots, denying the Protoss important information about his base and making any early attack virtually impossible.

Double Command Center next to the blocked ramp

The battles between the two opponents went back and forth with their large standing armies, but also took place in their naked home fronts. Both players successfully harassed each other’s mineral lines many times, scoring important hits and damaging the enemy economy.

Standing Armies

In a devastating move, the Protoss player easily sent an undisturbed Phase Prism over to the Terran’s island expansion, knocking it out without even needing to load it up with troops first – just by acting as a power generator and warping in four Zealots from four Warpgates. The Terran player was the clear master of harassment, though, using the superfast Hellions to sneak past defensive lines, dropping units all over the enemy mineral lines and hidden cliffs, using stimmed reapers for hit and run attacks, and finishing with some extraordinary terrible, terrible damage…

Hellion Drop

The two players were able to set up impressive economies, and the battle remained undecided very late into the match. The Protoss player made impressive use of the new Psi-Storm, making short work of the Terran player’s tier 1 army, and did a great job constantly being on the attack.

Holy Psi-Storm, Batman!

Unfortunately, his late game unit use showed that he’s not an expert Protoss player, choosing to use Colossi and Stalkers against the armored Thors and against Marauders, which have a bonus against armored units. As well, and as Dustin comments, he fails to use the High Templar’s new Phase Shift ability, which would have taken out individual Thors out of battles, leaving the reduced Terran army crippled. A smart use of Immortals, which are resistant to the highly damaging attacks of the Thors, coupled with Phase Shift, might have made all the difference in this one.

Thor vs Colossus

However, what really sealed the deal was David Kim’s expert use of a single Ghost riding in a single Medivac Dropship. This successful team managed to drop 5 Nukes in succession, utterly devastating the Protoss Player’s economy, Warpgate farm, expansions, and will to fight. No screengrabs for these, since it will not do the effect justice! This paved the way for the Terran forces to walk all over the leftovers, prompting a “gg” from Yeon-Ho Lee.

Indeed, Nukes are no longer the “coup de grace” weapon of StarCraft 1, but an amazing tactical weapon to be used in normal games, with the potential to turn the tide of battle if used correctly.

A very interesting and intense game, once again dominated by David Kim. When will he be dethroned? Perhaps in the upcoming beta…

Today’s post contains a few leftover bits of StarCraft 2 from the BlizzCon event. While not entirely new, these offer a good chance to catch up and perhaps find some information previously missed.

The 2v2 StarCraft 2 exhibition matches were prime example of the fast-paced, unforgiving RTS action that gamers are bound to experience when StarCraft 2 is released. The three videos, totaling just under 30 minutes, contain two full 2v2 matches, from the very beginning to the inevitable GGs. While the videos were available on YouTube during the event, Blizzard have only recently uploaded them to their official exhibition match page. Unfortunately, the quality stayed the same – we won’t be seeing these in HD.

Key quote of the match: “Nerf David Kim“.

Blizzard has also recently sanctioned the release of a five part interview with Dustin Browder, Lead Designer of StarCraft 2. The interview covers little, if any, unknown ground now that BlizzCon is behind us, as it mostly deals with issues which were revealed and analyzed during or immediately after the convention.

Here’s the first video of the 5:


In case you have no intentions of going through this hour-long 5 video interview, check out the following exhaustive summary, courtesy of TeamLiquid:

  • For BlizzCon 2007’s story-mode build, most players would just click through Raynor’s dialog lines, ignoring them. Blizzard wanted the player to choose how they want to play the game based on the missions they chose, not based on something they said in a bar, because that doesn’t feel appropriate for a game about commanding armies and smashing empires. Choices that gave more meaning were; “Where do I send my army next?” and “How do I upgrade my technology?” The choices you were given when speaking to other characters looked like they were important and meaningful, though they really weren’t, that’s why Blizzard removed it from the game. Some people would probably have enjoyed this part of the game, but that’s not most people. Blizzard cut content because they want to keep the best stuff, and overall this makes it a better game.
  • Blizzard does have interest in exporting replays to a video format, but will probably not get around to it soon due to time constraints. Dustin Browder claims “We’re hugely interested in supporting e-sports and this is one of those things we want to do. I don’t know what the status on this is, but we will have patches after ship and expansions yet to come.”
  • The map editor will be released on beta, but not on day 1. Probably somewhere mid beta. Blizzard wants to beta test the editor itself first and see how it interacts with Battle.net. Also Blizzard wants to let modders try it, so when release comes we will see some cool mods pretty early.
  • Some RPG-style quests in StarCraft II take hours to create, others could take weeks or months, depending on how difficult it was to put together. Blizzard wants some of the quests to have multiple solutions. They did not want an RPG system that implies that there will be hundreds of quests. They want it to be more about the starmap and tech purchase.
  • StarCraft II has a lot of unit models that are no longer in the multiplayer, and some who were made specifically for single player. Dustin didn’t have a number, but claimed we will probably have to wait until the expansions to reach the same amount of models that were in WarCraft III.
  • The BlizzCon demo takes place at the middle of the beginning part of the campaign, there are three missions previous to the mission branch playable at BlizzCon. The Zerg are making their move into Terran space, but Jim Raynor at the time is leader of a relatively small and helpless faction.
  • Blizzard has put equal emphasis on the importance of single-player and multiplayer. Many fans of the series that are still active in the community are focused mostly on multiplayer, but much of StarCraft’s popularity is based on its campaign modes.
  • Dustin’s biggest hope for the game is racial balance and living up to StarCraft’s expectations and legacy.
  • The campaign has a full tutorial system, with videos and interactive missions. Skirmish mode also includes starting tutorials for the non campaign races. The campaign also includes multiplayer oriented challenge modes that help practice skills and tactics used for multi-player battles.
  • Internally, Blizzard feels the Zerg are vastly underpowered, namely in tier 2. Beta will be the period where they direct the game’s balance.
  • Racial identities and playstyles are being treated as self-emerging through development. Terrans have developed into a much more mobile race, but this is not the final decision for their overall playstyle feel.
  • Unit upgrades and unique ability upgrades are not segregated in order to make the building choices more varied and interesting.
  • Macro mechanics are still being reworked, overall they are happy with spawn larvae and MULE calldown, while Proton Charge is still being looked at for big changes.
  • Dustin feels that Zerg and Terran are close to equal difficulty, with Protoss being the easiest to use.
  • The Raven is close to how they want it designed, with some changes possibly needed for the point-defense turret to make its role more clearly understood.
  • Infestor’s spells are currently being re-worked.
  • Burrowed Banelings contain Terrans until they acquire mobile detection (Ravens).
  • Some Protoss missions are playable in WoL for storytelling purposes.
  • The campaign currently has approximately 15 tilesets.
  • Multiple tilesets can be used in single maps.
  • The basic idea for the Protoss campaign is the ultimate shattering and re-unification of the Protoss factions. The basic gameplay idea is to utilize the strengths and weaknesses of different Protoss factions to create your own new Protoss unification.
  • The Protoss campaign will be more focused on the Star Map and planet exploration than the Terran campaign.
  • The DLC plan includes additional challenges more geared to the evolution on the current meta game. Other DLC plans are still not decided.
  • Map editor features not necessary for StarCraft II (such as an inventory and hero system for DOTA clones) are included.
  • Models and graphics from the campaign can be used in custom maps, animations can not.
  • The Zerg have more “iconic” units that they feel could not be removed (Zergling, Hydralisk, Mutalisk), so it is more difficult to make the Zerg fresh and interesting.
  • The campaign will feature a lot of super high powered unit upgrades and abilities that won’t be in multiplayer.

That’s the last of it for this year’s BlizzCon. To celebrate the final ending of the event, here’s a video of a real StarCraft party!

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