StarCraft II Multiplayer Panel at BlizzCon 2011

StarCraft II Multiplayer Panel at BlizzCon 2011

Dustin Browder, David Kim, and Josh Menke from the StarCraft II development team took the opportunity to talk about the state of play in StarCraft II, and of course, new multiplayer units for Heart of the Swarm on the Panel Discussion stage this afternoon at BlizzCon 2011.

Game Director Dustin Browder got the discussion started with a look at balance in StarCraft II: Wings of Liberty, from global aggregate matchups to tournament results. For the most part, the observed balance across matchups was even, with some exceptions like masters' level ZvP favoring zerg on the European ladder, and terrans dominating GSL Code S in tournament play. The team has recently been examining the effects of patch 1.4 changes on the protoss vs. terran matchup which had aimed to reduce the effectiveness of the Terran 1/1/1 build, among other things. The increase to range on immortals has helped. Currently the development team is considering a nerf to EMP, as well as other changes, to further improve overall balance.

The coming of the Heart of the Swarm expansion set gives the development team opportunities to address game balance in multiplayer StarCraft II in more over-arching ways than would be possible through patches. With the chance to add and remove units, Heart of the Swarm will allow the team to more effectively address race weaknesses, spice up certain stale matchups such as ZvZ or PvP, and address missed opportunities in existing units. Browder reiterated that the game is a work in progress, nothing is final, feedback is crucial, and the forthcoming StarCraft II: Heart of the Swarm beta will be extremely useful and informative.

Game Designer David Kim continued with an in-depth appraisal of all three races. Here's an outline of what's new in Heart of the Swarm multiplayer:

Terrans

  • Issues and weaknesses
    • Thor is too slow and clumsy
    • Race has difficulties in handling mass zealots in late game
  • New units and abilities
    • New "battle mode" for hellion - transforms like a viking
      • Battle mode hellion has more hit points, moves more slowly
      • Shorter, wider arc on flame attack, and stronger
      • Gives terran a beefy front-line fighter in the late game
    • Warhound
      • Smaller, more nimble version of Thor
      • Effective anti-mech ground weapon to help break siege tank lines
      • Anti-air attack with splash damage
    • Shredder
      • Robot that emits channeled, area of effect damage when immobilized
      • Damage automatically shuts off when an ally moves into range
      • Gives terran cheap zone control, but can't be used near main army
      • Is still very work-in-progress
    • Thor
      • Moved to late game, more hit points and damage
      • Can only have one, like mothership from Wings of Liberty

Zerg

  • Issues and weaknesses
    • Mid-game difficulties with siege and controlling areas
    • Missed opportunities with certain units like ultralisk and corruptor
  • New units and abilities
    • Ultralisk
      • Existing version is bulky and has difficulties engaging in battle
      • New burrow charge ability lets it dive underground and get into the fight easily
    • Viper
      • New caster unit with detection -- replaces overseer
      • Has abilities like blinding cloud to help break entrenched positions
      • Abduct ability allows it to pull units to itself -- pull siege tanks or colossus out of death balls
    • Swarm host
      • Zerg artillery for map control and siege
      • Burrows into the ground, and continuously generates small creatures to attack
      • Feels very zerg-y

Protoss

  • Issues and weaknesses
    • Needs more raiding options
    • Needs area of effect, anti-air attacks
  • New units and abilities
    • Tempest
      • New protoss capital ship, replaces carrier
      • Anti-air splash damage for mutalisks and other aircraft
      • Has direct air-to-ground attack as well that isn't splash
  • Replicant
    • Special unit that can clone itself into any non-massive unit
    • Allows protoss to also take siege tanks or infestors from enemies
    • Is very expensive
    • Still very much a work-in-progress, not-final unit
  • Oracle
    • Caster unit used for raiding and harassment
    • Can disable enemy structures, or prevent miningwith its abilities
    • Doesn't actually kill or damage anything
    • Mothership is cut in favor of this unit
       

There were some other adjustments and additions in multiplayer Heart of the Swarm. Some of the more interesting changes include the reaper gaining the ability to quickly regenerate health when out of combat, though its building attack has been removed. Battlecruisers will also get a new cooldown-based ability for a speed boost.

On the zerg side, banelings will be able to move while underground, through a late-game upgrade, while hydralisks will get a speed upgrade for off-creep movement. Corruptors will also have a new channeled ability called siphon. Siphoned buildings take damage over time, while the zerg player gains minerals as the building is being damaged.

Finally for the protoss, two new abilities have been added to the nexus. One is a mass recall, allowing protoss players to quickly return armies home, while the other is a defensive ability that temporarily gives any structure additional shield and building armor, as well as a weapon similar to a photon cannon.

Before taking questions, the StarCraft II developers reminded everyone that everything is still very much work in progress and subject to change.

What do you think about the StarCraft II multiplayer experience?

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Comments (1,704)

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Timeout #826
Timeout
1/13/2013
not bad
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FXPetLing #547
FXPetLing
10/28/2012
Sounds good, but considering zerg has no truly cloaking units (No, burrow doesn't count, the units, except for the swarm host, cannot really attack while burrowed. No, Infestor doesn't count, that's an ability that spawns things.) Something somewhat similar to the lurker, but with an above ground attack as well. I mean, seriously. Protoss have Observer and Dark T's, Terran have Ghosts and Banshees, and the Zerg can burrow. It's kinda cruel.
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jaysys #929
jaysys
6/24/2012
how do i join the beta
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ben #2656
ben
6/12/2012
i agree with TGUY
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IceCrystalV #749
IceCrystalV
6/11/2012
Awesome
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PeniiWizze #624
PeniiWizze
6/3/2012
i agree with killer
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Mactabilis #340
Mactabilis
6/2/2012
i think that zerg needs a massive air attacker.
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TGUY #783
TGUY
5/26/2012
i think it needs more units and buildings. seriously: we pay extra for couple of new units? i need more than "couple" of units. still, i'm looking forward to it.
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Firelight #102
Firelight
5/3/2012
WEN IS IT COMING OUT
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TGUY #783
TGUY
4/26/2012
it sounds cool
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Xanlide #946
Xanlide
4/19/2012
BLIZZ WHY U NO KEEP CARRIERS AND MOTHERSHIPS
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Xanlide #946
Xanlide
4/19/2012
and the unbalanced aspect of this game was what made it WAY cooler than games like Star Wars Galactic Battlegrounds or Age of Empires. SERIOUSLY.
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Scythe #250
Scythe
4/13/2012
http://us.battle.net/sc2/en/blog/4833874/Developer_Update_Heart_of_the_Swarm_Multiplayer-4_11_2012#blog

changes have been made
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ZMAN #959
ZMAN
4/11/2012
bring back my lurkers.dont get rid of the carriers because you already got rid of my dragoons.mothership can go never use it.change how ghosts look beef them up a little they look like the ghost people from fallout new vegas.thor should limit 10 and maybe one odin.maybe an upgrade for hydras that give them acid spit like in the first one?and give kerrigan back her hair.And a zerg ability that spawns a boss unit like the brutalisk or that flying thing.and lurkers please?and maybe some dragoons i mean i really miss them blizzard not seeing them in sc2 really got to me same thing with lurks.please listen to UUUSSSS.
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MEcH #429
MEcH
3/4/2012
can u play quick match on HOTS?
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Khunkurisu #844
Khunkurisu
4/19/2012
@NDsLaYeR: I don't see why they would take out quick match.
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NoobForLife #694
NoobForLife
2/23/2012
Completely agree wif Khunkurisu. Well spoken!
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Khunkurisu #844
Khunkurisu
4/19/2012
@NoobForLife: ty!
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Khunkurisu #844
Khunkurisu
2/5/2012
(Ok so I am going be as un-biased as possible in this next section but Protoss are my favorite race.)
Part 4. PROTOSS

Issues and weaknesses
'Needs more raiding options'. I don't really feel this way. We have nearly instant-build units that merely require a power source, which can be supplied by a drop ship carrying units to defend while the army is being built. We have an easy rush in cannons, zealots, or dark templars that usually raid, burn, and pillage without usually killing the enemy out but giving a precious advantage. Zerg and terrans simply have zerglings and reapers respectively as early raiders and are even more-so limited in raiding later on. The raiding options are excedingly powerful in the right hands.
'Needs area of effect, air attacks'. This is a usefull thing but not required. What the protoss needs is more ground-to-air units. The stalker and archons are the only aa capable units that immediately come to mind. Whereas all of the protoss air units can hit other air units.
New units and abilities
The 'Tempest'. Ok. Its...a giant pheonix? I understand the need for better aa. What i dont understand is why this is your solution...a large, aoe pheonix is not impressive. If this were to replace the pheonix i would understand a little better. Replacing the unit who fails at its own job and its basically an improvment of anyways makes since. But replacing the carrier with it doesnt. Ok so about the carrier. It is a holy relic, yes, but its also wasting away. A small ammount of people actually use it and even then not effectively. The carrier isnt very good at combat vs units, i will concede that point but, have any of you thought of the use of it vs buildings? 10 carriers with mass void rays to deal with the other enemies can wipe a base clean in minutes. The units in the game are only useless when you dont use them properly. (Pheonixes still are useless;D)
The 'Replicant'. Now this seems interesting. If the cost, research, and limitations are done properly it can be balanced, and usefull at the same time. But if done improperly it will just be a waste of time fore everyone and more work in later patches.
The 'Oracle'. Strange. Not sure that I personally would use it. As said before it seems like it would have to be an early-game unit to be able to do any damge...decent limitations could make it early-game and not over-powered but im not sure what limitations would do so, if any.

Wow thats alot of 'buts'. Heh. Well thats it really. The last few paragraphs about the reapers, banelings, corruptors, etc seem fine. I dont really need an opinion on those cause those have actually had the most level-headed conversations of them all (surprising about the baneling part heh.)

Please reply with any issues to the post pertaining to them. Thanks!
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juice #429
juice
3/27/2012
@Khunkurisu: Man you make some horrible points have you even watched a gm league game. All these comments full of cynicism and lame jokes Im no great player but what I do know is blizzard have done a bad !@#$ job at bring this as an e sport into the lime light and if I worked for them and saw a comment like this I'd be shaking my head calling you a nub face thinking but look at what we have done. The games not even out %^-* and with this much boohooing I wouldn't want to finish it
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Khunkurisu #844
Khunkurisu
4/19/2012
@juice: First of all... NO. I play the game. I do not watch other people play. I don't care about E-Sports or tournaments or anything like that. I play the game to have fun, because I LIKE THE GAME. Not because I have something to prove to anyone else. I am sorry you feel like I was boohooing but if you actually paid any attention to it I didn't complain about anything. I simply posted facts on the current gameplay, and my opinions about what changes would work or not. All of it was based from my experience. If you worked at Blizzard and quit making the game because of some people boohooing then your game would've been terrible anyways.
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Khunkurisu #844
Khunkurisu
2/5/2012
Part 3. ZERG

Issues and weaknesses
'Mid-game difficulties with seige and controlling areas'. Ok. So maybe I don't fully understand how the zerg tactics work? Seige and controlling areas? That seems very swarmish...yeah sarcasms great. Ok. So my issue is that zerg are mostly a mix 'n mass race meaning they build as many of everything that is needed. They need economy, macro, and quick recovery. If they lose an area, they need to be prepared to push back. They aren't built to defend. They morph, change, adapt. They conquer. No need to improve area controll, but instead make them more unique in game-play. That's what I like about zerg even though i don't prefer them. They play differently in key manners.

'Missed opportunites with certain units like Ultralisk and Corrupter'. This is very clear to me. This is good. Improvement of current units to make them more unique. The ultralisk is big 'n beefy and chews through infantry and other ground-units but it lacks the ability to get past zerglings or other infantry between it and its target, even if the charge gets scrapped, let it walk over smaller units. The corrupter needs improvements. Its abilities and itself are hardly used (making brood-lords doesn't count!). It needs a new ability that will make it usefull without making it a "megalordofdethzomglolopQQ!!!".

The 'Viper' seems sort-of similar to the defiler but flying. It seems cool and unique, definetly helpful and fits the zerg, but my main question is about the pull ability it has. Can it pull friendly units or just enemies? Pulling enemy tanks or colossi out of their place is great but it would be amazing if we could save friendly ults, colossi, or tanks out of enemy range. Another question, will the pull remove the tanks from siege mode if they are in it? Or will they remain in siege mode?

The 'Swarm Host'. Yes. I believe they used to call these lurkers, but I guess the key differences allow for a name-change. I don't mind the idea of swarm hosts but i disagree with the 'feels zerg-y' statement...the idea of the lurker was barely zerg-y and neither is this. If they are as similar to lurkers as they seem then they won't be useless since you can use them for ambushes and (uggh) defense, but they really don't match the other units in the zerg swarm.

See part 4
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Khunkurisu #844
Khunkurisu
2/5/2012
IPart 2. TERRANS (continued)

New units and abilities
'Battle mode for hellions' seems a bit like a draw back to the firebats in a big way. The firebats did well against light-infantry but that was all. The hellions already do that job well and are much more mobile. I think that the hellions as-they-are should stay. If noone uses them as-is then replace them entirely because the old version doesnt suit any realistic needs. The battle mode hellion seems like it would be a good unit, but it would be better as a replacement for hellions, not an upgrade.
'Warhounds' seem like strengthened goliaths or weakened thors. As said in previous post, slightly less-weakened thors that are more maneuverable would be better than the current versions 'seem' to be.
'Shredders' dont really seem neccesary. The terran already have great area control with the ability to lift-off, raise/lower, and scavenge buildings with ease. The siege tanks defend well against ground and the missile turrets are cheap and do decent damage against air. So with the ability to block paths with some depots, tanks and turrets, terrans are well-off in the area control section. It is, after-all, what terrans are best at.
'Thor as uber-unit'. Is just not going to work. Uber-units really arent needed at all. Massing isn't the most graceful thing but it will always prevail against an uber-unit. Just as said before; weaken the thors a bit and just increase their movement options.

See part 3
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Khunkurisu #844
Khunkurisu
2/5/2012
I am going to go through my issues (in order as listed above) of the changes in HotS.
TERRANS:
Issues and weaknesses
"Thor is too slow and clumsy". This is pretty accurate. The removal of multiple Thors may upset several terran players but that is expected in changes as large as this expansion plans to bring. Making them slightly weaker and faster would be likely prefered to the current plan of one thor and the 'new' unit called Warhounds.
"Race has difficulties in dealing with mass zealots in late game." This could be true for inexperienced or players that aren't very good at micro. A decent mix of marines and tanks kill zealots with ease if micro-ed properly. The problem here lies with the general tactics used, not the balance itself. The objective of balance isn't to make sure every unit has one tailored to kill it and a unit it was tailored to kill, but instead to give enough options and unit-types for the players to make squads and tactics that defeat certain enemies better.
See part 2.
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HunterShevac #127
HunterShevac
4/14/2012
@Khunkurisu: Actually, with the charge ability, it is very hard to micro tanks and marines away from mass zealot, especially if immortals are mixed in. But the rest seems pretty accurate to me.
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Khunkurisu #844
Khunkurisu
4/19/2012
@EmprShevac: That is a good point. I did not take into consideration the charge ability when writing this. Thinking of it now though, mass zealots could never win the game if you are Terran anyways. Not as long as they are only zealots and/or immortals at least.
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GoldmineralZ #824
GoldmineralZ
2/1/2012
its all great if your making solo player to multiplayer and nice cloneing
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Publinator #248
Publinator
1/20/2012
what the crap!?! no more mass thors we can only have one what is this? i hope the thor is one big hard one too kill...
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crypto #925
crypto
1/6/2012
o forgot that nuke thing you mentioned really would be oped in multiplayer, and seems even to oped for story mode as well for the simple fact even the computer would think its cheap to throw sucide bound ships and other carriers loaded with units all this combined with the regular power of a normal carrier lol : )
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crypto #925
crypto
1/6/2012
Are you retareded they are trying to balance the game not give an already powerful unit, a overpowered spell like loading units when it already has the ability to spam interceptors that can be regenerated. The specs above are referring to hots multiplayer and even when legacy of the void come out the things like what you described would only be in story mode and never in multiplayer.
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CMeDie #708
CMeDie
1/13/2012
@crypto: Like you said, it is a matter of balance. Consider the cost of a nuke and the cost of a carrier + 2 to 4 high templar. The cost to destruction ratio isn't unusual considering. Also, by sacrificing the mothership, you essentially lose the attack benefits of the cloak and vortex to pick up harassing abilities. Picking up 1 more attack ability to help replace the mothership shouldn't unbalance things much, especially since I was talking about doing it in Legacy of the Void, where other new units and abilities will already be added to the mix.
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CMeDie #708
CMeDie
12/30/2011
Hmmm, did anyone else notice that at blizzcon, they said "at least for the moment, the carrier is out?" (See http://www.youtube.com/watch?v=II_Az4AfdsQ&feature=player_detailpage at 30:45.) I think that the carrier is an iconic unit for the Protoss that is underused for multiple reasons. I could see potentially taking it out, but only if it makes a reappearance when Tassadar returns in the Protoss expansion pack. It would be nice if the stats would be tweaked and for fun, a new ability was added. It could discard its interceptors and load up either high templar(s) or archon(s), and become a kamikaze craft with the power of a nuke or more, just like when Tassadar destroyed the overmind. It could easily be explained that Tassadar has learned to channel his psionic powers into the craft, and has taught this ability to others. Since it was strong enough to take out the overmind, it would be nice to be able to play with that ability. When the templar(s) or archon(s) are supercharging the carrier, it could have enhanced shields that are powered up either by psionic powers or the void depending on what unit(s) are used. You could even say that 1 or 2 of each templar type is required because of the combination of the void and psionic powers are required to duplicate the raw power and ability of Tassadar. However, the only reason that I mention this is because it would be nice to see the void and psionic powers combining to make even more powerful units.
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Nyahai
Moon Guard
Nyahai
12/17/2011
I like the sound of most of it, with a few little exceptions.

1) Please don't remove the Carrier from multiplayer! It's an iconic piece of Protoss warfare. If it was removed then something would not feel right. Maybe make it a limited super-unit that a player can only have one of at a time, like the Mothership or (new) Thor.

2) The Mothership is a very cool unit that maybe just needs some tweaking (such as greater attack or ruggedness)... perhaps give players the option of building either one Mothership OR one Oracle (assuming that I understand it correctly)

3) If terran and protoss will have some nice AoE-AA attacks, maybe Zerg can get a little too... perhaps a small AoE effect for the corruptor or Spore Crawler.
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Goodbye #153
Goodbye
12/16/2011
When your taking out the mothership that will be removing cloak from protoss besides dark templars.
Hellion battle-mode sounds like a great idea to break up big groups of zealots and zerglings.
Looks like there is going to be a lot of AoE against air added but zerg doesnt get any, that might hurt zerg a lot with AA because now mutalisks will be very easy to counter.
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GROMIT #167
GROMIT
12/15/2011
One way or another there is gonna be a TONNE of QQ from terran about the Oracle, Oracle will get nerfed. Terran will QQ about the Viper and that'll get nerfed and then they'll cry about the Ultralisk buff and that will be nerfed. We all know this will happen.

Zerg will get nerfed into the ground, Terran will get buffed to high heaven and protoss will get neglected.
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Mockingjay
Ysondre
Mockingjay
12/8/2011
Why are the carriers and the motherships being removed? CARRIERS ARE TRADITIONAL. When you say Protoss, you think carriers, reavers, and dragoons. You want to remove the last protoss identity piece? Carriers and motherships should stay. And the oracle doesnt sound like a viable substitute for the mothership. Thats a lot of damage disappearing.
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crypto #925
crypto
1/6/2012
@Mockingjay: f#%& tradition the mothership was slow which made it the first and only target and in the token protoss death ball was oped. It is because of these things it was only logical they removed it just like the slow useless overseer they just replaced them with respect to race tempest and viper.
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JaghutWolf #716
JaghutWolf
1/31/2012
@crypto: quit whining. if you knew how to command your chosen army, you wouldn't be half the !@#$% you are already. but instead of really figuring out how to win, you revel in the pity blizzard is attempting to show the weak.
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Volstag #654
Volstag
12/5/2011
Maybe that lurkers are not in Sc 2, but i think that hey are just to much powerful, they now get an nice charge attack from ultralisk, and you can now siege a zone with the new unit that go underrground, lurkers can just be too much dangerous agaist all ground unit, in during the mid game. But i'm agree that the zerg can ahve an big massive unit like BC or carrier, a flying type, but no lurkers XD
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Worldestroy #903
Worldestroy
12/4/2011
the zerg did get thier lurker back if and only if the swarm host stays it is tecniclly a "lurker"