27
Karune, Blizzard’s RTS community manager, has been sprinkling various bits of information about StarCraft 2 on a select few threads on Battle.net. Karune provides his take on several new gameplay mechanics and changes to existing units and reveals some new data on them.
First up, some more information about the new Nydus Worm transportation mechanic, which we have also brought up for discussion.
The worm is no longer underground and moveable. It is a spawned unit that acts as a exit/entrance to the network.
Since the Worm no longer travels to its destination, it can not be intercepted on the way. However, it is not invulnerable - the enemies of the Zerg will still have a chance to kill it before it starts hurling Zerglings at their base.
Yes, you can see and attack the Nydus Worm before it becomes fully built. The visual graphics of this are not totally complete yet.
Next up, Karune talks about two of the Terran’s new units - The Reaper and the Marauder - and their roles on the battlefield.
Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.
Reapers, which have bonus damage against light-type units, are currently the best economy raiders in the game - being able to jump into the enemy base, dispense with its workers, and plant some explosives for extra measure. Aside from that, they are also quite capable against all other light units, including the basic units for the others races - Zerglings and Zealots. However, they are very lightly armored - meaning that efficient usage might require quite a lot of dancing.

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen.
Marauders are now found in almost every Terran build. The slowing effect of their attack is beneficial when coupled with the ranged Marines against the other two races’ melee units. In the later parts of the game, the Marauders’ bonus attack against armored units keep them viable. They are especially important against the Zerg Roach, which quickly regenerates and shrugs off damage, as they can focus their anti-armor attack and squash it before the Roach has a chance to recover.

Karune answers a question about Stargates and the option of upgrading them to Warp Gates, like Gateways.
Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP!
Next, a discussion about abilities which may or may not make it into the game:
The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.
The Nullifier’s chain-lightning like ability, the Molecular Disruptor, joins his other two abilities - Hallucination and Force Field. This one looks a little out of place for the relatively “peaceful” caster, which has so far only passively affected battle situations with its abilities. The mechanic of only jumping between alike units feels a bit tacked on, not having any real use in any fight.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it’s radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.
The Seismic Thumper, an ability designed for the Nighthawk, will only appear in the single player portion of the game. An interesting idea for an ability that fits the Nighthawk’s role, it is currently out of the game, replaced by another new ability, Targeting Drone:
The Targeting Drone is similar to the Auto Turret in the fact that it does not have a timed life. It currently costs 50 energy to deploy and has 120 hitpoints (all subject to balance of course). The Targeting Drone can target one unit at a time, and increases the damage that unit takes by 50%. You cannot have two drones targeting the same target. These drones are also flying, stealthed, and immobile. They may excellent perimeter defenses and can be coupled with Auto Turret raids to maximize the damage.
With the addition of this ability, the Nighthawk has truly become the master of defense for the Terran, able to deploy Auto-Turrets, Spider Mines and now Targeting Drones. Coupled with its detection capabilities, this is a unit that will accompany Terran armies into many confrontations, scouting ahead of the main force and preparing preliminary defenses until the heavy gear is deployed. Aside from that, it will certainly be useful for quickly setting up a defense perimeter around any new expansion. This is a great defensive addition to the Terran, which, in StarCraft 1, had no standalone defensive structure they could rely on for protection against ground forces.
However, since all of the Nighthawk’s deployables are energy based and permanent, a limit will likely be imposed on the number of concurrently deployed abilities to prevent abuse. Perhaps, like the old Protoss Reaver, it will have to pay to manufacture some of them first.

Finally, Karune discusses the Colossus‘ role in detail. The Colossus, which used to be extremely powerful as an individual unit in the previous builds, has been toned down somewhat and now has a more defined place on the battlefield.
In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.
The Colossus has changed from the powerful assault unit it once was into more of an attack support unit. It will function best when it utilizes its extreme range upgrade (9) to target distant enemies from the safety of cliffs, or behind other, cheaper and more expandable units so it can inflict its AoE damage and soften up targets.
Some concerns were raised about the mechanism of the attack, which sweeps across in a line in front of the Colossus. The area of effect is very dependent on the position of the Colossus, and the timing of the animation also raised some questions. Here’s what Karune had to say:
Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

Lastly, Karune reveals an interesting piece of information about Blizzard’s plans for competitive play:
The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.
StarCraft 2 has intergrated many mechanics which depend on cliffs and height differences. This is something that differentiates it from StarCraft 1 in a great way and adds more complexity to the game. Aside from units, like the Colossus, which can traverse these heights naturally, the line-of-sight changes add to the importance of utilizing cliffs intelligently. It’s no surprise that Blizzard will want to see these new additions in maps designed for balanced, competitive gameplay.
More than a year after its introduction, the Mothership persists in posing a challenge for Blizzard’s developers. As Dustin Browder mentioned in a recent interview, the Mothership is still a unit with no distinct role on the battlefield. Neither overpowered nor blatantly weak in its current form, the Motership’s flaws are not that obvious. Unfortunately, Blizzard’s designers simply don’t receive enough feedback from testers to ameliorate them.
… once in a while it happens and then we’ll get some data but it just makes it a lot more complicated.
While the majority of the community isn’t able to provide feedback regarding the current build, additional pointers from StarCraft fans just might save the Motership from ending up as a glorified arbiter. Up until now, gameplay reports by fans haven’t been positive either, and it appears that even a month of discussion wasn’t enough.
Concerning the Mothership, it’s pretty much useless. It comes with all its abilities fully upgraded, but since you build it from the Nexus, you’d have to go all the way across the map to get into your enemy base.
The SC2Blog will be conducting a poll, designed to let the community voice its opinion on what it considers to be the role best suited for a MOTHERSHIP - one that’s positioned at the top of the Protoss tech tree.
Here are the options. Choose wisely.
- Straightforward Capital Ship. Massive shields and armor, high-damage output and a few combat abilities. A supreme offensive tool.
- Disruption and Damage. An offensive support tool, with significant AoE damage and punishing abilities like the Black Hole and the Planet Cracker.
- Mega-Battery. The ultimate mobile support unit, feeding mana and shield energy to the army. Can absorb a lot of damage, regenerates quickly.
- Air Domination Station. A flying AA fortress of damage and disruption. Anti-air AoE damage, Force Field and Lockdown type of spells, a disease-like aura that causes AA damage.
- Support Fortress. A flying castle with an array of battle control and support spells that can protect/recharge/hide friendly units. Also possesses abilities to disable/slow/lock down enemy units.
- Super Troop Carrier. Highly armored and with multiple defensive abilities and teleportation. Able to transport entire fleets and armies across the battlefield.
- Flying Factory. The Mothership can build ANY Protoss unit and warp it to the location it’s at. “Production” costs 110%.
- Base Breaker. Focused on abilities which cause significant damage to buildings, locking down production, disabling defenses and paving the way for attackers.
- Annihilator. The Mothership has a 5 minute “recharge” timer. Acting as a superweapon, the Mothership is equivalent to a Nuke in terms of damage output. Once charged and removed from its dock, the Motership’s “Unleash” ability becomes available. An “unleashed” Mothership delivers massive damage to air and land units around it for 15 seconds.
- Power Plant. The Mothership has a wide radius aura, which: powers buildings, accelerates production by 15%, adds 40 energy points to all shields, doubles regeneration rate, and stops all enemy regeneration and healing abilities.
Cast your vote in the poll to the right, and leave any additional feedback down in the comments, especially if you voted for the “Other” option.
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.

The Zerg’s unit database has been increased by 50% today, with the official introduction of the Baneling. The Baneling has received a lot of scrutiny lately, coupled with many changes to its look and attributes, and has now matured enough to warrant a page on StarCraft2.com.
BANELING
Core Genus: Zergling
Primary Attack: Volatile Burst
The Baneling is a newly introduced unit in StarCraft 2. Like the previous two officially revealed units, the Baneling has also made an appearance very early on in StarCraft 2’s development - way back in the original announcement video.
The baneling is a creature so bloated with fluid-filled sacs that it can barely walk; instead, it moves itself by tucking into a tight ball and rolling. However, this ungainly appearance belies the fact that the baneling is an extremely dangerous organism, one of several new zerg specialists recently seen on the battlefield. When a baneling gets close enough to an enemy, the creature triggers a reaction within its volatile chemical payload that causes it to explode with devastating force and shower the immediate surroundings with searing acid. The baneling is destroyed in the explosion, which is very likely to inflict a huge amount of damage.
The Baneling is devastating against infantry, vehicles, and even buildings - making it possible to destroy entire outposts with a large enough group of them. With its 40 points of damage, inflicted over a relatively large splash radius, the Baneling is especially potent against small melee attackers such as the Zealot and Zergling. However, since it also receives a bonus of 150 damage against buildings, a small group will also easily destroy key defenses and even major strategic structures.
At first the baneling was identified as an unstable zerg mutation of an unspecified genus. Subsequent observations have revealed it to be a morph of the zergling, the most numerous zerg subtype. Zerglings have been seen entering a brief chrysalis phase before emerging in their new form. This alarming development has demonstrated the advanced ability of the zerg queens to manipulate their offspring. Although the baneling is chemically volatile and unstable enough to explode at any time, the queens have engineered a morph that can contain its energies until just the right moment. By creating the baneling out of the most basic of zerg fighters, the queens have also ensured that an inexhaustible supply of raw materials is available for the task.
The Banelings, a relatively low tier unit that evolves from the Zergling, will not be hard to produce early in the game - and in massive amounts, depending on its final cost. However, since the Baneling is a one-time-use kamikaze unit, there’s no doubt that effective use of them will require some thinking. Choosing targets unwisely will quickly drain resources and leave the Zerg player at a greatly disadvantaged position
Proper use will require measuring the potential damage to an enemy directly against the initial investment - and deciding whether it’s worth sacrificing Banelings for.

All trademarks and copyrights on this page are owned by their respective owners.
All the Rest © SC2 blog 2009
