Follow me on twitter for easier notification and FXOpen media: https://twitter.com/#!/fxo_fuz
Please note: This article is very long, and it is based upon personal understanding and perspective. Please leave feedback. This article is written by Stian Paulsen (FuZ, from team FXOpen). This text includes quotations, and I would like to say in advance that each and every player mentioned or quoted in this text have either confirmed or approved the request. To show my appreciation towards these people, I decided to cite each quote, by giving a link to their twitter at the end. However, some of them doesn’t have twitter, and therefore I listed they’re team page instead. In addition to this I would like to state that all spells, cost and effectiveness are based upon updates and information given before the 22nd of March 2012.
When Blizzard first announced their newest expansion “The heart of the swarm”, it was no doubt that the crowd’s anticipation was directed towards the new units and it’s affection towards the balance of the game, especially the Meta stages of the game. It is important to mention that this type of anticipation was not bound to one race in particular. In this presentation we’re going to look at some of the changes in the HOTS to the protoss race, and as I mentioned, I’ve also decided to include some of the player’s perspective on this. However, I would like to start with a basic summary of the units that is being added in HOTS (Heart of the Swarm).
First of all, I would like to start with the harass unit, and I found both pros and cons for this unit. The unit is called “Oracle”, and looks like this:
The description above is correct, and yes, the unit counts as a harassing unit. In addition to this the unit can be used as a scouting tool, with the purpose of revealing the enemies structures/tech. Despite that it isn’t as effective as an Observer; the Oracle requires the same tech tier as the Observer.
The Oracle doesn’t have the opportunity of cloaking. However, Blizzard decided to add several spells that would benefit the Protoss by using this unit. First of all, the Oracle can disable unit structures, such as Spore Crawlers/Spine crawlers, etc. So, to perfectly benefit from this unit, the Oracle would have to disable the static defense in order to use his second and third spell.
Before I go into the second and third spell, I would like to mention a potential spell that also will be added in the game. The spell is very good, and works like this:
If the spell is successfully casted, the Protoss will be able to see the tech within a building. This includes what upgrades has been researched, what is being researched and what units that are being produced. However, this requires energy, and if this were to be used on an “Zerg” the Protoss would have to use this spell on the hatchery, but also the tech, to obtain the gather scout information.
The second and potential third spell is being used within range of the hatchery, regardless if it’s the main hatchery, or the second, third or fourth hatchery. The Oracle doesn’t have unlimited energy, and it is therefore important to take this into consideration when you use the first spell, which disables specific static defenses or buildings, so that it doesn’t lose health.
Once this is done, you can finally use the spells that are dedicated to the actual harassment. I personally think this is the most important part of the unit, and I also consider this the core-part.
First of all, I’d like to start with the second spell, which basically limits/disrupts the opponent’s mineral and gas field. For this to happen, the Oracle needs to be in range of the mineral/gas field, while having enough energy to perform the spell itself.
As consequences goes, I don’t think there’s any huge consequences that indicates unbalance. I think the idea and the spell itself is very good, and it is definitely going to affect in all the stages of the game. However, the opponent has the opportunity of attacking the force fields that is being placed upon the mineral fields. This makes the spell itself less powerful, and it also makes the Stargate tech almost worthless, unless the player is producing air units in the first place.
Despite the negative things about this unit, there are several positive ones. The first I’d like to mention is that it is a great addition to the race. This unit can be a very good addition to an e void-ray phoenix army, with the intension of harassment. But, there is one thing that might limit the use of this unit in an air-based army, and that is the cost of this unit. I don’t know the exact cost of it, but if the cost is higher than a void-ray or phoenix, the effectiveness of it decreases instantly. This is because the unit itself can’t cause damage to units, it’s a friendly unit.
Another good thing about the unit is that it provides a lot of scouting information, despite not being invisible, like the observer. However, I think it requires way too much tech, especially for a Protoss-player who wants to create a ground-based death ball for the late game.
As a whole I think that the unit is a decent unit, and that it will affect the opponent’s tech regardless the game timer. I think that many players will use this unit as a tool to scout the opponent’s tech, and then later disrupt the economy, based upon the cost of the tech or units that the opponent is making. For instance, if the protoss player scouts a gas-heavy tech, he/she can then disrupt the geysers, so that the gas-income of the player is reduced. However, I don’t think this is will result in major changes.
------------------------------------------------------------------------------------------------------------------------------
The second unit I would like to talk about is the “Tempest”, which looks like this:
The tempest is the new air unit for Protoss. As a result of adding this unit, the awesome and powerful Carrier is being removed. Many would argue that the Carrier would be better, but I have decided to welcome the unit with open arms. The unit is known as an “AOE” unit, which basically means that the unit will attack several units at the same time, causing equal damage to each harmed unit. According to Blizzard’s developers this unit will be one of the few dominating air-units in the skies of heart of the swarm, and will definitely be used in the later stages of the game by many protoss players. It causes damage to both ground and air units using a strong beam, and light enemy flyers are especially exposed. The unit can be produced several times, and there isn’t a limited amount unless you don’t have supply left.
Something that I really liked about this unit is that it’s mainly dedicated towards the later stages of the game, which I personally feel should be the primary focus of the HOTS units. Reason being is that two of the most effective units that protoss have late game is being removed (Motership and Carriers), which reduces the effectiveness of an air-based army. I still don’t think that this unit will replace these units in a beneficial way, but at least they replaced them with something that causes a lot of damage.
Being a powerful anti-air assault unit, it is important that the unit is both expensive and strong. Blizzard knows this, and made it so that the Tempest could only be produced after a Fleet bacon has been built. Being one of the tier 3 units, the unit can be produced several times. The unit itself doesn’t have any spells that I can think of, so the only damage it performs is through its beam. Blizzard might change this, and add/remove certain things about the unit, so I decided to not conclude my theories as to what will happen with it, within that regard.
As for cost goes, I know that the unit will cost a lot, and will probably cost the same as a carrier or Mothership, considering the fact that it is a replacement. I don’t know the exact cost as of yet, but I would appreciate your predictions on it. My prediction is 400minerals and 250gas.
One thing I liked about the unit as a whole is that it draws the protoss-players attention towards air-units, and this changes the way Protoss works today. Blizzard mentioned this during BlizzCon and said that one of their goals with the new protoss units are to change the compositions, so that players would move away from these common death-ball compositions that we have today. Not only would this make the late game different for the others, it would also make it more interesting and fun to both play and watch.
Another thing that I really liked about the unit is that it is a great addition to the late-game armies. I think that there’s way too little focus around anti-air compositions in general. I hope that many protoss-players decide to benefit themselves from this unit instead of the colossi, and chose an anti-air army instead. We’ve seen time and time that protoss-players just gets the Stargate and Fleet Bacon tech for the Mothership alone, and I think that Blizzard added this unit so that the players would use the air-tech more constantly and actively in HOTS.
As a whole I think that the unit is a very good and useful unit, despite the fact that the Mothership and carrier is being removed. The ZvP matchup today is very back and forward, and I feel like this unit will enrich new compositions in the future.
-----------------------------------------------------------------------------------------------------------------------------
The last and most interesting unit is the “Replicant”, and I think that this is the unit everyone is excited for. It was the first unit to be implemented in the Heart of the Swarm. The Replicant looks like this:
I think that this unit is the most talked about unit, and it will without doubt make critical changes in every of the matchup that features a protoss-player.
Not only will this change all stages of the game, it will also make the protoss race a lot more terrifying, and powerful. However, there are some things that limit the effectiveness of this unit, and I think that these factors automatically categorize it as a late game unit, despite its tech requirements.
The unit itself costs a LOT, and also it doesn’t have a lot of health before fusing. I think this unit will be used to fuse heavy and late game units like, siege tanks, infestors, ultralisks and other expensive units, and so therefore the tech requirements worth it. However, the unit can’t fuse massive units like colossi, because it is massive. The unit retain all the abilities of the unit it copy, regardless the opponents upgrades. This makes the unit itself a very core unit in the late game composition for protoss, which makes it one of the most exposed and targeted units in the composition.
This unit is the hardest to discuss of the ones previously mentioned, because it’s either going to be really good, or really bad. Something that it really depends on is in which situation you use it in, and what you fuse it too. Also, I think it’s hard to predict how it is going to be used, because there are so many play-styles out there. The composition that the opponent has decides how effective the Replicant will be, due to the fact that the unit itself might cost more or less than the unit it fuses to.
As a whole I think that the unit is very good, and one of the coolest unit out there. I think that it will bring some changes to the late game and that we will see new and more improved compositions. Also I think that this unit brings out the importance of micro, and that the engagements in HOTS definitely will include more micro. In addition to this I think HOTS in general really is going to show the importance of positioning. As balance goes, I think it will bring some unbalance in the game, but since it’s not completely finished yet, I’m going to hope for changes!
------------------------------------------------------------------------------------------------------------------------------
Since Blizzard decided to remove the Mothership in Heart of the Swarm, they added a recall spell to the nexus, and this is similar to the recall that the Mothership had. I am not sure as to how many units can get recalled, but the fact that they decided to keep some spells from the Wings of Liberty is really cool in my opinion, despite removing the Mothership.
Another change that was set to the nexus, is that it now has the opportunity of fusing/transforming any building into a static defense (photon cannon), so that any harassment in the main base of the protoss is somewhat fought against, for a limited time. This can be effective, but usually when protoss gets harassed, the quantity of the harassing units are too high for cannons alone to defend it, so it probably won’t bring huge changes to the harassment aspect of the game. Despite not being certain about when and how you can use this spell, it is safe to say that this spell will be very effective against small harassments and early harassments in general. In addition to this it also reduces the damage of the harassment, so I guess it is worthwhile having after all.
Not only is this spell a defensive spell, but it can also be used in offensive situations. I am not sure how it will work, how much it costs, and what buildings it can be placed on, but if we assume that the photon cannon can be used early game and on assimilators, Protoss are going to be very strong in the early game. Imagine a Protoss versus Zerg match, where the Protoss does a fast expand, which is pretty regular nowadays. After placing down the pylon at his ramp, he goes to scout and sees that the Zerg player is doing gasless fast expand as well. What the Protoss could do is cancel his Nexus at his natural, try to cannon cheese the 2nd hatchery, gas steal the first two assimilators in his main, and then place cannons on them.
But, this isn’t quite effective when you think things through. One thing that could reduce the effectiveness of this spell is the energy cost of the spell and the Nexus energy regenerating time in the early game. Also, you would have to cut chrono boosts, which will reduce the mineral income, which again will reduce the amounts of cannons and pylons at his natural. Another thing is that this will become an all-in, and the cannons at the assimilators in the main aren’t permanent, they have a time-limit. Please note that I’m not sure as to how this will be in HOTS and how this spell actually works or costs. It’s a pure idea.
The last changes I would like to mention are the two hugest ones in my opinion. Yes, it is indeed the removal of the Mothership and the Carrier. Many would argue that this is an extremely bad change, despite having the recall option in the Heart of the Swarm. I would like to outline my opinion about this, and then move on to the last part of the article, which features the player’s thoughts on this.
------------------------------------------------------------------------------------------------------------------------------
Aleksey (WhiteRA):
“I think the units will make a change. However, I only see this change being minimal and not big like someone was hoping for. I also think that the expenses of this unit will be very high, and this is something I don’t like.
Michael (Biohazard):
“Well, I haven’t tried the actual expansion, however, I’ve tried the custom maps that features the new units and I’m not impressed, to be honest. Not yet, at least. I feel like the units are undefined and unfinished, in a way. If you’re asking for harass opportunities directly, it is no doubt that this will bring better and more harass opportunities in comparison to today. But, honestly, I think this is nothing compared to marine drop, hellion drop, baneling drop or burrowed infestors, so I think there are still changes that need to be made for Protoss to be as cost effective as the other races when it comes to harassment.
BiGS:
“Well, of course it will affect the game, new units seems pretty cool especially the one which can harass mineral line. I can’t say much about it yet since we only saw what’s their abilities, but in my opinion all those changes will allow protoss to play a lot of different play styles.
------------------------------------------------------------------------------------------------------------------------------
Stay tuned for next entry, Zerg in HOTS. Please leave feedback and comments; - I’ll make sure to take them in consideration for next entry. This is my first attempt on something like this, so please give constructive feedback.
------------------------------------------------------------------------------------------------------------------------------
www.gamersleague.no
www.battle.net
www.ttesports.com
www.fxopenesports.com
www.dafont.com
www.twitter.com/#!/WhiteRaSC