I was very happy to find out that when playing SC2 it felt a lot like playing the original in the sense that the game was still very fast paced and the general micro was very similar. I played with mutas a lot since they are my favorite unit and I was really worried that they were not going to have the same feel and abilities they did in SC. I found out however that the control is actually very much alike the first. Hit and run with mutas is still possible and stacking still works great. (Since stacking works with muts and an overlord does that mean that magic boxes still exist?) What I liked that was different is that you don't have to worry about the angle your mutas were at when attacking to get the full range.
Things I noticed about this build:
-No range for hydras
-Lurkers have an upgrade that +3 to their range.
-no speed for ultras
- The new 150 mineral hatchery/anti air/tank/scv that is the queen seemed broken. After you build your spawning pool you have access to make a queen through your hathery that doesn't require larvae to build. The queen doesn't have long build time and for 25 mana she adds 4 larvae to a hathery. She has a ranged attack that shoots air as well as ground. She had another ability as well but I didn't see much use for it. She can lay some kind of cacoon that speeds up nearby certain units (drones not included) on the creep. That whole package seems so much better compared to a 300 mineral in base hatchery. Edit: Oh yah and she has a spell that can regen 200 hp to a nearby unit or building instantly.
-Roaches are slow but have speed upgrade. They also have a faster regeneration upgrade
-Drone only mine 4 gas at time which makes teching take a very long time.
-Lings are very fast and supaaaaaaaaaaaaaaa chogoling fast with when they get their speed upgrade.
-MBS..... was really helpful.However what was really annoying about it is that I couldn't find a way to set the default building. When I hit 55 to go back to my main it would end up going to some random hatchery.
I'm sure there is a few more things I'll remember and update tomorrow, but I'm exhausted. Didn't get much sleep last night after the teamliquid meet up. Speaking of the meetup I want to thank TL for hosting an awesome show!
I would also like to leave this thread open for questions that can maybe be answered by people who played SC2 this weekend.
I wanted to talk about overseers a little bit as well. I cannot remember the cost to upgrade an ovie to an overseer but I do recall it being pretty expensive. Overseers have an ability similar to devours (though I never used it) to spew acid spores on an area of units. Like the overlords the can spawn a changeling as well that mimics a nearby enemy unit.
Since overseers are zerg’s only mobile detection I’m afraid it is going to get picked off easily. Also it requires a good amount of gas and let me remind you that gas is more valuable and harder to accumulate since you only mine 4 at a time. With that being said I’m very afraid of dts. Since players will be encouraged to stay at lower tech longer because of slow gas mining a quick teching protoss may easily get an advantage. Also the new replacement for the sair and DT combo may turn out to be very powerful ZvP.
Infesters have 3 abilities. They can spawn infested terran, take control of a unit for 15 seconds, and ensnare a unit(s?) which make them unable to move for some time. This is cool but I fear with all these new spells coupled with attack animations much like the colossi I am afraid battles may end up looking like W3. Spectators can easily get confused. A great aspect from the original is that battles were quick, clear, and easy to see who had the advantage. If in SC2 however attack animations coupled with spells like acid spores, levitation, mind controlling and other spell casting becomes necessary in battles spectators may have a very hard time watching the game--especially ones that don’t play the game much.
Just remembered that ultas didn't have an armor upgrade either. But they did have an upgrade letting their blades hit an area of units making them pretty much a bad ass zerg archon that can burrow instead of attack air.