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[M] IGN's StarCraft II hands-on

Forum Index > SC2 General
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1 2 3 Next All
Ziel
Profile Blog Joined May 2007
Malaysia241 Posts
Last Edited: 2008-03-11 14:45:17
March 11 2008 14:03 GMT
#1
IGN's posted their share of the Zerg, with clearer descriptions on each unit and buildings. Again, if posted before, please close, but I didn't find this posted yet

1. Zerg first look
2. Zerg Hands-On
3. Zerg Unit List
4. Zerg Building List

EDIT:
Gamespy's preview also gives additional info. Pretty similar to IGN's, but of note is that it clarifies that Corruptors have to kill enemy air units, and the moment their HP hits zero, they become 'corrupted' and turn to your side for abit of time. Also Swarm Guardians work by dishing out incubated eggs at enemies that explode into lil' Broodling-like creatures (upon the target's death presumably).

EDIT: Amazing! Overlords/Overseers are no longer Zerg transports but Nydus Worms/Canals are now! So they're the only one to have ground insta-transport lol.

Wow there's no global attack/armor upgrades now it seems. Every Zerg unit has individual upgrades for these. Hmm that doesn't sound good - too specialized...
TheLittleOne Fan Club! Best game to date -> TLI RO4 TLO v Naz http://www.youtube.com/watch?v=91XjX59O-VQ
Falcynn
Profile Blog Joined June 2005
United States3597 Posts
Last Edited: 2008-03-11 14:23:33
March 11 2008 14:22 GMT
#2
ugh, I hope the roaches end up being really expensive because it seems even a squad of them micro'd at least somewhat decently are incredibly overpowered. Well it's still in pre-alpha, they should have enough time to make them balanced.
Zzoram
Profile Joined February 2008
Canada7115 Posts
Last Edited: 2008-03-11 14:27:11
March 11 2008 14:26 GMT
#3
"As far as new units go, we've so far got some hands-on time with the Roaches, which are ground units with a remarkably quick regeneration rate and are capable of attacking land and air. With a group of only six we were able to take down several Terran Thors (massive walking tanks) without a single unit loss." - IGN

That will be nerfed soon enough... right?
Senix
Profile Joined October 2004
Germany149 Posts
March 11 2008 14:28 GMT
#4
Wtf? You have to upgrade Hydra/Lurker and Muta/Corruptor weapon and attack separately?
sc2_EXPERT
Profile Joined September 2007
29 Posts
March 11 2008 14:33 GMT
#5
Oh man, so much info... looks like the Queen is going to be really important this time around.
Naib
Profile Blog Joined November 2004
Hungary4892 Posts
March 11 2008 14:34 GMT
#6
Man, when did the Zerg find Arrakis to assimilate those cute lil' sandworms? For Shai'hulud!
Complete the cycle!
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 14:34 GMT
#7
Hmm, seems confirmed now that the glowing fireflies are the result of the Queen casting a spell on Zerg buildings to give them a temporary defensive attack.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 11 2008 14:34 GMT
#8
Infestor – Caster type, can use dark swarm (generates a smoke screen that prevents units under its protection from taking ranged damage), disease (does damage equal to 95% of total unit's health within 10 seconds, and spreads between units) and infestation (takes over an enemy structure, causing it to spawn infested Terran units for 20 seconds). Can burrow. Light armor.


Self-spreading plague? OMG.


CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 14:37 GMT
#9
On March 11 2008 23:28 Senix wrote:
Wtf? You have to upgrade Hydra/Lurker and Muta/Corruptor weapon and attack separately?


This might be how they balance what appears to be an overpowered Zerg? All of this is subject to change and it's Blizzard, so I wouldn't be too worried.
Raithed
Profile Blog Joined May 2007
China7078 Posts
March 11 2008 14:38 GMT
#10
if roaches require more resources, then their unit gotta be almost as bulky as ultras. i mean, even if theyre 100/125. idk..
Tritanis
Profile Joined November 2007
Poland344 Posts
March 11 2008 14:43 GMT
#11
huh? olny queen is able to create defensive structures? no more sunken and spore colonies? Nooooooooooooo...
I live, I serve, I die for the Metal
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 14:45 GMT
#12
On March 11 2008 23:38 Raithed wrote:
if roaches require more resources, then their unit gotta be almost as bulky as ultras. i mean, even if theyre 100/125. idk..


I don't see why anyone would make anything but Roaches mid-game if they are really this powerful. They hit air and ground (but are somehow melee?), run really fast and can just burrow whenever you focus fire on one and super regenerate back to full HP.
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 14:45 GMT
#13
On March 11 2008 23:43 Tritanis wrote:
huh? olny queen is able to create defensive structures? no more sunken and spore colonies? Nooooooooooooo...


That's actually really cool, micro intensive, but that's the way Starcraft players like it.
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 14:51 GMT
#14
Gamespy's preview also gives additional info. Pretty similar to IGN's, but of note is that it clarifies that Corruptors have to kill enemy air units, and the moment their HP hits zero, they become 'corrupted' and turn to your side for abit of time. Also Swarm Guardians work by dishing out incubated eggs at enemies that explode into lil' Broodling-like creatures (upon the target's death presumably).


That appears to be a good way to balance Corrupters. Between having to kill a ship to corrupt it, and the corrupted ship being incapable of movement, all is well.
Tritanis
Profile Joined November 2007
Poland344 Posts
March 11 2008 14:54 GMT
#15
hahaha Swarm Guardian - flying Drow Ranger hahahaha
I live, I serve, I die for the Metal
naventus
Profile Blog Joined February 2004
United States1337 Posts
March 11 2008 14:58 GMT
#16
To be perfectly honest, I think T got the shaft so far in cool ideas.

T looks to be still very much at tier 2-2.5 race - constantly pushing in midgame. But this also means they haven't really gotten any new units that fundamentally change how they will play. The stalker and colossus I think will really alter the Protoss midgame. Similarly, the Queen and large number of new Z units will also really change their dynamic.

But for T, pretty much the only relevant new units are the Ghost and Nomad - both of which have been outfitted with a few more spells. I think the T army is going to look very much the same to what it was in SC, medrine vs Z and maybe bio/metal vs P.

hmm.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 11 2008 15:02 GMT
#17
On March 11 2008 23:26 Zzoram wrote:
That will be nerfed soon enough... right?

Ofcourse, we are talking about Blizzard aren't we? I mean lowering their reggen and reducing max hp to tweak them into being usefull but not overpowered can't be that hard, just like how they rebalance everything.
born-to-porn
Profile Joined January 2004
Denmark400 Posts
March 11 2008 15:17 GMT
#18
Sucks for zerg that they will now be unable to make defensive structures in more than one place at a time . Man, whenever a protoss is warping in 10+ cannons with a probe they're going to be laughing their ass off at the one puny queen trying to keep the inumerable zerg expansions protected.

Also, the queen is acting way too much like a hero for my taste. The more it is evolved the less you'll want to lose it, and if it upgrades automatically when a lair/hive is completed it will gain a lot of HP/attack for no cost, but if it dies you will (assumably) have to pay a lot more to spawn a hive queen than a simple hatchery queen.
Nobody beats the Beater
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 15:17 GMT
#19
On March 11 2008 23:58 naventus wrote:
To be perfectly honest, I think T got the shaft so far in cool ideas.

T looks to be still very much at tier 2-2.5 race - constantly pushing in midgame. But this also means they haven't really gotten any new units that fundamentally change how they will play. The stalker and colossus I think will really alter the Protoss midgame. Similarly, the Queen and large number of new Z units will also really change their dynamic.

But for T, pretty much the only relevant new units are the Ghost and Nomad - both of which have been outfitted with a few more spells. I think the T army is going to look very much the same to what it was in SC, medrine vs Z and maybe bio/metal vs P.



I believe Hwasin (or was it NaDa?) also expressed similar disappointment in Terran getting the shaft on cool new units adn game play.
Zzoram
Profile Joined February 2008
Canada7115 Posts
March 11 2008 15:19 GMT
#20
On March 12 2008 00:17 born-to-porn wrote:
Sucks for zerg that they will now be unable to make defensive structures in more than one place at a time . Man, whenever a protoss is warping in 10+ cannons with a probe they're going to be laughing their ass off at the one puny queen trying to keep the inumerable zerg expansions protected.

Also, the queen is acting way too much like a hero for my taste. The more it is evolved the less you'll want to lose it, and if it upgrades automatically when a lair/hive is completed it will gain a lot of HP/attack for no cost, but if it dies you will (assumably) have to pay a lot more to spawn a hive queen than a simple hatchery queen.


I doubt they'll raise the cost of the queen at Lair/Hive, or even the build time, it would leave Zerg defenseless if they ever lost the queen.
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