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.
To me, It seems like there's still alot of changes until Beta. And also seems like the community has been listened to! Very happy to see the replicant beeing removed for instance, aswell as the shredder!
EDIT: Quoted the whole statement by request.
This is where we begin. Show your true self, Battosai.
Moony United States. April 12 2012 01:23. Posts 531
I don't want "cool" stuff, I want a well-designed esport. Blizzard, please stop making units that are explicitly role-specific. Swallow your pride and use the assistance of Kespa/progamers as was planned. IP rights dispute is over.
Last edit: 2012-04-12 02:13:16
abalam Switzerland. April 12 2012 01:26. Posts 315
was just about to make a thread for this. I really like the changes, though some sound like they may become problematic (there's no way to tell, without unit movement speed, dmg, health, cost etc.) like the Terran Missile Launcher (even more range than siege tanks?).
"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."
Makes me believe they don't really have players on the development team. I mean they already have ghosts for nukes to make people move siege lines. It would also be a bit weird if the turret was indirect fire and make the game feel less "starcrafty". It would probably be built defensively against tank pushes making the game even more gridlocked.
Broodwurst Germany. April 12 2012 01:28. Posts 1216
i dont get the last part (the lockdown mineral patch for engery) is the cast range gobal? and locked up for how long, and can u do it on enemy mineral patchs? (since u cant really OWN a mineral patch, and mineral patchs are clickable even if u dont have vision)
The day before christmas my true love gave to me: Teamliquid | [23:55] <Shock710> that was out of context -_-
Morfildur Germany. April 12 2012 01:29. Posts 3536
On April 12 2012 01:25 rift wrote: I don't want "cool" stuff, I want a well-designed esport.
I also never want to see a colossus again.
Well, they are removing some "cool" units from the HotS plans (shredder/replicant) because they recognized that they weren't good design, so this news should give you hope then.
"Remember kids, the 3 most important things for becoming a good player: Micro, Macro and always take your Dailies!" - Rastaban
I actually shouted "YES!" outloud to these changes (particularly to the removal of the replicant). Good steps forward - hopefully P gets something useful instead, and T gets something that makes mech more viable xD
On April 12 2012 01:27 Tsenister wrote: "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."
Makes me believe they don't really have players on the development team. I mean they already have ghosts for nukes to make people move siege lines. It would also be a bit weird if the turret was indirect fire and make the game feel less "starcrafty". It would probably be built defensively against tank pushes making the game even more gridlocked.
lol i just thought of terran cannon rushing when i read it
The day before christmas my true love gave to me: Teamliquid | [23:55] <Shock710> that was out of context -_-