Developer Update: Heart of the Swarm Multiplayer

Developer Update: Heart of the Swarm Multiplayer

I am listening to When I'm Grandmaster while writing this. If you want the full experience, open up a tab in your browser and listen to this while reading.

We are currently working nonstop on StarCraft II: Heart of the Swarm (and Blizzard All Stars) and hope to be able to get Heart of the Swarm out to the public to see sometime in the near future. While we believe we have some great things lined up for the single-player campaign, I wanted to take some time to give you an update on the recent changes and what cool things we have in store for multiplayer.

Terrans

Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them.

If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic.  

Protoss

Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.

The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.

We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.   

Zerg

Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.

We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.

We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.

We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it.

Also, this is awesome: 

--Dustin Browder, Game Director, StarCraft II

 
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MOARpylons #114
MOARpylons
4/15/2012
@Fellix: didnt know if you knew but, everything is a work in progress, those "RE-Skinned" copies are going to be replaced you can count on it.
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SleepyPanda #120
SleepyPanda
4/16/2012
@Fellix: I guess if you don't have the time to focus or the time to put up a turret or two or a sensor tower (don't even say its expensive to do so) then I guess its all a matter of improving your multitasking bro..

btw i play terran and I think shredders were completely retarded unit, thank god they are removing it.

but however i do agree with you that the warhound and the tempest are sort of redundant when it comes to unit roles.
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Daggoth #368
Daggoth
4/16/2012
@Fellix: I don't like your tone lol
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Fellix #526
Fellix
4/16/2012
@SleepyPanda: I didn't say that the shredder was a good unit I was just saying that their argument for taking it out is ridiculous as long as zerg can burrow and crawl with banelings and infestors... And every defensive unit takes away from an offensive force causing people to turtle, its like how using all of your com scans wastes minerals because you cannot get mules to mine... But anywho I only care about banelings not being able to crawl underground, and terran and protoss getting new units without taking out any of the old ones... Brood war didnt take out any of the previous units!
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fengshaun #528
fengshaun
4/15/2012
Is there any thought given to the issue of having different placement matches for different races?
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fengshaun #528
fengshaun
4/15/2012
@fengshaun: I would like to bring everyone's attention to the following thread on teamliquid forums:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=315784

Please, if you care about this issue, send a feedback to blizzard!
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BloodyRandy #627
BloodyRandy
4/15/2012
the protoss long range air unit is a dumb idea just put that with collosus and you basically have long ranged air and land, who the heck are these guys coming up with these suggestions? Is Dustin Browder still there?
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Sporemolux #925
Sporemolux
4/15/2012
@BloodyRandy: I really dont agree with you on that. PvT terran can just sit outside your base, siege up and basically deny expos or force you to push in a horrible position, but with the addition of the tempest you can poke and force the terran to budge and get some leverage on them.
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NonameAI #606
NonameAI
4/15/2012
@Sporemolux: Yeah, and zvp becomes even MORE imba...
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SleepyPanda #120
SleepyPanda
4/16/2012
@Sporemolux: bro, siege tanks are horrible in TvP unless you are going against some sort of 1-1-1 all in... when that all in hits you are not going to have tempests anyways unless you are rushing them...

I think they should seriously consider removing the tempest or significantly re-designing its abilities.
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@SleepyPanda:
Tempest is now basically the exact same role as Carrier was... Only now it does not have interceptors.
@BloodyRandy:
I agree. Atleast with carrier you have to buy interceptors to fit the role...
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Alex #5832
Alex
4/15/2012
the video does have a point in the song even if not intended:
terran is op because they can get a lot of marnies really fast
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milgibson #888
milgibson
4/15/2012
@Alex: LOOOOOL a large group of marine is soo easy to killl omg 2 baneling 20 marine dies wow soo Op and for a toss ok somew collosus or charge zealot u can storm them and they all die lol
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NonameAI #606
NonameAI
4/15/2012
@milgibson: what about 3/3 marines? The dps is soo high that banelings can't land. And micromanagement... Terran OP dude... Remember that mass marine is also. Axles up by 3-6 tanx dumbass
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NonameAI #606
NonameAI
4/15/2012
@NonameAI: Backed up*
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SleepyPanda #120
SleepyPanda
4/16/2012
@NonameAI: then why would you use banes to hit 3-3 marines anyways? festors are so much better
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Daggoth #368
Daggoth
4/16/2012
@Alex: Marines are not OP & I play Random
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@Daggoth:
Have you ever used a marine mass?
(I know I never do league but still)
Marine masses can destroy almost any army that they can reach, and ones faster than them are not safe because of stimpack.
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Chaosniper #672
Chaosniper
4/15/2012
I'm most excited about the new forms of Nydus worms. I've always thought that there should be more ways to tactically spread creep. All we have right now is overlords, and that's not fast enough or expendable enough to truly be considered tactical. With tactical creep, I could see no-speed hydra raids possibly becoming viable in the midgame (depending on the cost of course), since they'd actually be able to stutter-step kite the other guy like Terran can do with marines.
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@Chaosniper: You can spread creep with overlords, queens, nydus worms, and hatcheries. you can use the queen and overlords to spread creep across the map very quickly. you can use a queen and a drone to cancel a hatch and put a tumor down, you can put a queen in a nydus worm and put a tumor anywhere you have vision. I think the creep spread nydus is going to blow over, but maybe a unit that spreads a temorary trail of creep when it moves might be added.
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Aerohawk #408
Aerohawk
4/15/2012
Will Abduction (Dark swarm) stack with fungal growth? If so I think that will be a bit too strong since you will just be able to chain fungal while the opponents army will not be able to attack. I think if abduction gets implemented it shouldn't stack on top of the spell that the opponent is already afflicted by. Kind of like how storm and fungaling before the duration is over works.
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as a zerg player this protoss ranged air unit scares me :x
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@PmP:
Don't worry... It is basically the same thing as the carrier.
(But if you are scared of carriers... Good luck)
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Searcher #770
Searcher
4/15/2012
i can't believe you guys are set on introducing this new air unit to protoss. was it expensive to develop the model or something? just stick with carriers and make them viable for the roll you are trying to fill.

also protoss without some mass stealth option feels weird to me.
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babydoctor #352
babydoctor
4/15/2012
@Searcher: yeah the description of where they're going with the tempest is pretty much the carrier. maybe give the carrier something akin to the hardened shield? like they did with that original carrier replacement (i think it might have been called the tempest too, roff)
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Dattz #975
Dattz
4/16/2012
@Searcher: We want the Mothership! :(
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Mixtli #825
Mixtli
4/15/2012
bring me back the lurker!!! ,, we need lurkers agains MMM's thats the point, bannelings are offensive units, make the lurker more defensive,! ... please Blizz just try it at least at alpha, you shall see, we will have more interesting strategies as zerg,!!! Listen!! everybody wants the lurker back!!!
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Mixtli #825
Mixtli
4/15/2012
@Mixtli: people who is agree just post below! we can try!
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Daggoth #368
Daggoth
4/16/2012
@Mixtli: I disagree we don't need lurks. Bannelings are great on defense. Not to mention Infestor.
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AskMe #120
AskMe
4/23/2012
@Mixtli: Try! Please, sniff
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MorHaMMeR #297
MorHaMMeR
4/15/2012
Ok when are you guys going to make a bate.
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Titan #1324
Titan
4/15/2012
@People who are lolling about 'gold level opinions.'
Blizzard needs not only high ranked players but EVERYBODY'S opinion on the content to create a more user friendly game. So remember, if it wasn't for us goldies SC2 would be a FAR different game than what it is now.
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JackSteel #796
JackSteel
4/15/2012
I feel so sry for that probe
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MorHaMMeR #297
MorHaMMeR
4/15/2012
Love the song
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Shadowknight #883
Shadowknight
4/15/2012
nice song
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XxBraydenxX #596
XxBraydenxX
4/15/2012
WHOOOOOOO moving banelings, WHOOOOOOOOOO
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Unconquered #682
Unconquered
4/15/2012
Seriously, all the Terran complaining about the lack of buffs... You do realize that you can currently, with maybe two bases in an entire game, win with maybe a two unit comp, against a P or Z opponent with 3-4 bases...

Seriously, That video, 'All I do is Stim', is disturbingly accurate, and probably included for a very purposeful message to all of the complaining Terran who now may have to, you know, use the other 80% of units available to them, rather than MMM.

I think the majority of the changes are great. And to anyone who disagrees, get this - When I go Zerg or Protoss against a Terran opponent, more often than not, I lose. And I'm fairly experienced with both. When I hit random, and get Terran, against ANY of the three, I MMM with stim, and instantly win. Terran is a joke. Get over yourselves.
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Pandora #292
Pandora
4/15/2012
@TheKraken: Thank you for your Gold Level opinion.
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shizznit #273
shizznit
4/15/2012
@Pandora: lol yo 4 base toss can't my 2 base terran yoyo
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NonameAI #606
NonameAI
4/15/2012
@Pandora: That is so insulting. I'm gold and I'm nowhere near as stupid as a Zerg who loses to mmm. Seriously... Z has banelings, infestors, and even ultras. Someone who cannot beat mmm with Zerg should just uninstall.