There is no correct place to start this blog, just as there was no correct place to start upon entering the venue at MLG Anaheim 2012. The double sided doors opened up to show a massive venue, with the giant Kerrigan statue poised in greatness, banners of Heart of the Swarm to show the playable demo stations, the competitors area, where you are thisclose to the players who you watch, play with, and cheer for, and the movie theater sized screens hugging the whole face of the wall, showing the world what eSports was all about. As my first eSports event, I was simply overwhelmed, speechless, and in awe as I walked in. No livestream or barcraft can prepare you for the experience that is an MLG, and for that I am infinitely grateful to those who made it possible.
Blizzard and MLG partnered up to let the attendees of MLG play new Heart of the Swarm expansion content. In the HotS beta stations, you were partnered up with a buddy or the next person in Line to play some Classic 1v1 Starcraft 2 action. After being led to your stations, you put on the Starcraft themed peripherals, and started your game. The computers ran the game beautifully, there was no lag with the high quality graphics and the keyboard and mouse were very responsive. The settings of the game were a big turnoff, they were uncustomizable, and are in such a way that unit health bars are not shown, the hotkeys for some buildings/units/abilities are set to the defaults (Who presses 'I' for Immortal?), and mouse sensitivity is locked. When you start you're put into one of two maps, poorly designed but pleasing to the eye. A new feature of the maps is collapse-able rocks, Which can be attacked similar to destructible rocks. However instead of disappearing when they're breached, they fall over to the other half of the ramp to make a full walloff. Unaware at the time, I ended up losing a game because I cut my army in half. All three races of the game kept most of the their existing units (R.I.P. Carrier) as well as the new HotS units added to the demo. What I noticed by playing all three races is that Blizzard is upping the skill cap by adding more spell casting units, Which will force players who want to be the very best to be even faster and precise, as well as give the more casual players cool New abilities to use when they choose to. Here are my thoughts on the game, and what I think will come of it, please keep in mind this is my first TL blog ever, hell, it's my first blog ever, TT. Also please note that everything in this beta is not set in stone for release, and all of it can and should be tweaked around with for balance reasons. Thank you, let's get started!
Zerg!
Although the Zerg received the least amount of new units, I feel as though each of them offer a new and unique way of controlling the Swarm that we have not yet seen in Wings of Liberty. In addition to the powerful upgrades the Ultralisk and Hydralisk will get, Blizzard has added the Viper, a flying spellcaster with tremendous utility potential, and the Swarm Host, a burrowed source of infinite Locusts, to the Zerg arsenal. Aesthetically, Blizzard did a good job of making the Zerg look ...creepier. The Viper has hairs similar to the ones on a tarantula, the New creep tumor spreading animation reminds me of worms, slugs, and other slimy things, and the Swarm Host has more pores than a teenage boy in puberty! The next generation of Zerg powerhouses will not only need to have a strong stomach, but be able to master the New elements that the Zerg race has to offer.
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Viper!
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The Viper is what I am most scared about in Heart of the Swarm. The flying spellcaster is an extremely
useful unit to have in your composition because of its powerful and game changing abilities. Its Abduct quite
literally rips death balls apart, isolating any unit in range by hurling it Into your army of whatever, and killing it instantly. Blinding Cloud does what Dark Swarm did in Brood War, giving an area-of-effect, melee range debuff to anything in it. In conjunction with Infestor's Fungal Growth, I can see how the two can be used for massive damage, given the player has the mechanical skill to put them both to good use! To power these new skills, the Viper neither has to wait around for its energy nor rely on an upgrade to give it energy when it hatches, instead, the Viper can Consume Zerg buildings to speed up the energy regeneration rapidly! This means that within seconds of it spawning, the Viper can be combat-ready with Max energy and bad intentions! This new unit scares me the most as a Protoss because of its deadly late-game potential and borderline ridiculous abilities. I look forward to the many nerfs this unit will receive in the upcoming months. Kidding!
useful unit to have in your composition because of its powerful and game changing abilities. Its Abduct quite
literally rips death balls apart, isolating any unit in range by hurling it Into your army of whatever, and killing it instantly. Blinding Cloud does what Dark Swarm did in Brood War, giving an area-of-effect, melee range debuff to anything in it. In conjunction with Infestor's Fungal Growth, I can see how the two can be used for massive damage, given the player has the mechanical skill to put them both to good use! To power these new skills, the Viper neither has to wait around for its energy nor rely on an upgrade to give it energy when it hatches, instead, the Viper can Consume Zerg buildings to speed up the energy regeneration rapidly! This means that within seconds of it spawning, the Viper can be combat-ready with Max energy and bad intentions! This new unit scares me the most as a Protoss because of its deadly late-game potential and borderline ridiculous abilities. I look forward to the many nerfs this unit will receive in the upcoming months. Kidding!
Swarm Host!
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The Swarm host is an interesting unit to add to the current roster of Zerg units. Its concept behind it is not new, attacking much like a Brood Lord, and burrowing the same way any Zerg unit can. It periodically spawns Locusts, Which are surprisingly strong and can attack upwards, however it only attacks while burrowed, giving it a Lurker feeling and yet acting nothing alike. I do not see this being the staple or core of a Zerg army, but I do see it as being an excellent initiator, running Into tank lines to soak up damage and keeping constant pressure at no expense. Messing around with these guys versus buddies of mine only supported my claim. In their current form, they are much too slow, squishy, and expensive to be a big Impact to the foreseeable competitive metagame, but the metagame for Heart of the Swarm isn't that foreseeable anyways.
Ultralisk Charge!
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It doesn't do anything fancy, other than SEND UNITS FLYING WHEN IT COMES BLASTING THROUGH THE GROUND. HotS physics engine rocks! It doesn't quite work like charge, it's more of a blink with a delay, easily compensated by the fact that your opponents are now thisclose to the beefiest, tankiest unit in the game. Yikes.
Hydralisk Speed!
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I didn't get to try this upgrade for myself, but from What I saw on the battle reports and heard from the other demo testers, this upgrade alone has revolutionized Zerg. Being compared to Hydras with Metabolic Speed, I anxiously await to see What the new Hydra brings to the table in HotS.
Terran!
It was extremely obvious in the beta that Blizzard is pushing Mech as a legitimate and viable style of play. In the playable demo, the Terrans received two new factory units and a makeover to the existing Helion, as well as scattered upgrades for the existing Wings of Liberty units. This is a step in the right direction! Blizzard pushing Alternative styles of play is something I agree with, and I think they've done it (partially) right in Heart of the Swarm. The zone controlling Widow Mine forces opponents to look where they step and pay attention to the units they position, threatening massive damage to careless tacticians. The reformatted Helion is a completely flexible unit, doing cone or linear damage to the early tier 1 squishy units of all races. The Warhound is the backbone of the future Mech army, offering a boring, but reliable, source of damage and utility. Disciples of GoOdy rejoice! A New era of Terran Mech approaches!
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Widow Mine!
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Battle Helion!
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Warhound!
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Redline Reactor!
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Combat Drugs!
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The Widow Mine seems to be one of the units that are not necessarily Mech-based. This unit fits in perfectly with the existing units of Wings of Liberty because it offers what tankless Terrans does not have: zoning. Controlling chokes and denying alternate attack routes is something that we will see from Terrans who choose to remain biological, and the fact that these suckers can attach themselves to flying, and even cloaked units makes this a unit to look out for. Personally, I feel like the red dot that attaches itself to a unit is too noticeable to be practical in a higher skill environment, but I did kill many Zergs with it positioned well.
Battle Helion!
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Half Firebat, half WoL Helion, the revamped HotS Helion is something I believe will be not change the game very much. Staying true to the Terran Transforming unit requirement, the Helion can be a slow, beefy, cone firing unit, or transform Into a speedy, familiar, line-em-up worker killer. Not too exciting, I think We'll still mostly be seeing these in TvZ. More than meets the eye? You decide.
Warhound!
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Marine in shining armor. Strong, cost efficient, anti-mech. This unit has an auto cast that does tons of damage to mechanical targets, so it's also very viable against Protoss. Not one of the units I had too much fun with, and I doubt We'll see much of these in TvZ. They're basically a Goliath, but uglier. Bleh.
Redline Reactor!
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Battlecruiser Speed, read it, Never used it. Seems "alright". *shrug*
Combat Drugs!
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Just silly, all my reapers die when they hop into the main anyways . I can see this being used in mass reaper builds, however rare they are. Also reapers no longer have the alternate attack to buildings!
Protoss!
My Protoss bretheren, I did not forget you! I saved the best for last! As a ~mid Masters Protoss I am very much waiting anxiously for these additions to the race. The Tempest that makes Siege Tank range look silly, the oracle with incredible harass and defensive abilities, and the Mothership core, Which I believe will forever change the way Protoss will be played, are the three major updates to the Protoss race.
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Tempest!
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Replacing the Carrier, I question whether or not this can live up to the standards that the ex-capital ship set. Its range is nothing to scoff at, upgraded it is a whopping 22, shooting things you can't even see on your screen. Although its damage per second is nothing to write home about, with a pack of these expensive ships you could potentially kite things from one corner of the map to the other, seeing as these are not terribly slow like their predecessor. It will be interesting to see how it fits in an army composition, but from what I played, it was not that promising. Fun Fact: Not a single patch since release of Wings of Liberty even touched the Carrier. Blizzard, you gotta at least try to make it work .
Oracle!
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This speedy flying spellcaster is something that I can see innovative Protoss and multitasking machines use to great effect. It has Entomb, an indirect harass ability that makes mineral patches unmineable until killed or timed out, effectively reducing income drastically for an certain duration. Its second ability is Preordain, targeting a building and revealing it through the fog of war as well as showing what it's building. It looks to be useful for scouting potential timings as well as army movement and tech routes. Its last ability is taken from the Mothership, giving area of effect cloaking to units within its radius. The oracle is not a unit with high HP, and most of the time it will be doing Entomb harass or providing map awareness, so the usefulness of this ability remains to be seen. This unit has a ton of potential, and creative players will get the most out of it.
Mothership cOre!
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This is the unit I am most excited about. The Mothership Core is so game breaking because of its abilities. The abilities it has open up a way of playing Protoss that is unlike anything previously seen. Energize recharges a unit to full energy, allowing a single Sentry to hold of 4 Gates, a High Templar to storm when it warps in, or the Oracle and Phoenix to do some serious economic damage. Being locked on to the roof of a Nexus, the Mothership Core can teleport around to the Nexii you have, as well as use its second ability Purify, which turns it Into a make-shift photon cannon. The ability I'm most excited for is Mass Recall, bringing an ability that the lategame Protoss army had to a midgame playing field. In my eyes, this opens up a whole new way of playing Protoss. You could potentially move out with expensive sentries early game and save them when the going gets rough, or snipe a base and quickly retreat to defend harass. It's similar to the Scroll of Town Portal in Warcraft 3, as you can't recall to any location like a WoL Mothership, (It's still in the game, has a ground-only Vortex, and Air-Stasis). The highlight of my HotS Demo experience was using Mass Recall to bring my Stalkers to defend Mutalisk harass after sniping his third! I simply can't wait to see What this flexible unit becomes in the years following Heart of the Swarm release.
This concludes my analysis of the New content in the playable Demo of Heart of the Swarm at MLG Anaheim, thank you for reading my blog and I apologize if it's a total flop ^^;;. No matter What you take from Starcraft, Heart of the Swarm is something you should look forward to, as a new chapter in Star][Craft is beginning.