Developer Update: Heart of the Swarm Multiplayer

Developer Update: Heart of the Swarm Multiplayer

I am listening to When I'm Grandmaster while writing this. If you want the full experience, open up a tab in your browser and listen to this while reading.

We are currently working nonstop on StarCraft II: Heart of the Swarm (and Blizzard DOTA) and hope to be able to get Heart of the Swarm out to the public to see sometime in the near future. While we believe we have some great things lined up for the single-player campaign, I wanted to take some time to give you an update on the recent changes and what cool things we have in store for multiplayer.

Terrans

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.

Also, this is awesome:

—Dustin Browder, Game Director, StarCraft II

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Spisepinden #107
Spisepinden
11/04/2012
@Revan: I know several masters-league players and they're all of the opinion that the races are all pretty balanced right now (although most of them do agree that the range nerf on Neural Parasite was silly; it was barely used in the first place, and now it's virtually useless).
Just because you're bad at playing against Zerg doesn't mean it should be nerfed into oblivion - just learn your matchups instead of whining. "Better units to defend early game", really? Toss already has the bulkiest units of all races with Zealots having 150 "hp" and stalkers having 160. If you're losing to early aggression, I suggest you study your replays and figure out how to beat it that way, or read a guide/watch pro replays from the internet. And remember to scout early.

@RoGyn: The same goes to you. The energy cost on Spawn Larvae is balanced because you have to choose between either macro (larvae) or map control (creep tumors) right from the start of the game. Toss has Chrono Boost to make up for the fact that Zerg can spawn multiple drones at the same time, and Terran has the Mule. As with Revan, learn your matchups and study what you're doing wrong before you start whining about balance. By your logic, ZvT would be imba because "Hellions counter Zerglings too hard". Fine - then build Roaches, Infestors and Mutalisks instead?
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Blizzard just hate Terran, thats it :)
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Incandescent #693
Incandescent
12/04/2012
@dnt: Blizzard loves the terran, Both marines AND Hellions are minerals only and they invented gold bases. Also the M.U.L.E. has no cooldown at all, there's no good reason for it not to have a cooldown.
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Fenix #587
Fenix
11/04/2012
These changes are very smart, I'm looking forward to a new unit instead of that removed ones.
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Unik #481
Unik
11/04/2012
You know what else has the ability to attack ground and air at a decent range whily flying ?

Psst, its the carrier.
Keep it and tune it slightly if you HAVE to do something.
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LunaSaint #856
LunaSaint
11/04/2012
Terran changes seem really wierd for me. Regardless, I'm really happy that there's been this many changes.

AA Spider Mine feels unnecessary when Terran already has amazing AA control with Marines, Thors, Vikings and Missile Turrets (and Sensor Towers!).

The long range missile exists in the Nuke. It's just difficult enough to use to not cause any longer range stand-offs and yet remain useful for breaking siege lines.

Keeping Thor I'm ok with, ditching the Shredder I understand entirely.

I think that what Terran needs from the factory is just something to supplement Mech's awful mobility in the form of map control. Wasn't this the main importance of the shredder?
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Incandescent #693
Incandescent
12/04/2012
@LunaSaint: Something mobile, like Hellions!?
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Matthiee #690
Matthiee
11/04/2012
Uhm
I don't know if this is possible, but it would be cool in my eyes :D
--

So my idea is that the unit ranks are kinda 'useless' at the moment, but it would be cooler if the look of the unit changes when they rank up.
Like gold trims, gold stars on the side. Normal marines -> War Pig Marine
Etc..
Wouldn't that be awsome??
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Hawker #799
Hawker
11/04/2012
@Matthiee: Would be, but readability would become really hard, so won't ever come (in multiplayer)
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Karolis #418
Karolis
11/04/2012
<3 Blizzard
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CHRIS #473
CHRIS
11/04/2012
Im concerned when i hear the "long range missle launcher to break tank lines" . its meant to make mech vs mech more dynamic, but will probably result in no mech at all T.T , Terran mech is beautyful , and TvT is still WAY more dynamic than BW tvt . so I'll give you this advice: If it aint broken, dont fix it . TvP though ......... .....
.....

....

yea
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LingtDragon #916
LingtDragon
11/04/2012
<3 Protoss,but the replicant has been cut''''That is not good
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LingtDragon #916
LingtDragon
11/04/2012
when can we play this'''
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Incandescent #693
Incandescent
11/04/2012
Regarding the idea for a protoss warp-home spell at the nexus: I think this is a bad idea. Esentially a protoss player who gets out-manoeuvred is able to escape un-punished, where they should suffer for the mistake as the other races would/do have to.

It would also make warp-prism harass a little too powerful, since warping in a large number of units inside an enemy base is generally suicide for those units, so they have to do damage to be cost-effective, these units could be rescued by the recall making it a risk free.

The point of such powerful moves should be that they're risky and skilled players are able to optimise their chances for success, putting in mechanics which remove risk to powerful strategies like that dumbs the game down.
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Revan #682
Revan
11/04/2012
So if I understand right they will buff zerg even more but do nothing for terran and give some crappy units to protoss . Nice.... I guess in the future we will see even more zerg players. I guess when zergs will be 90 % of the server than they will think maybe it is time to balance things a bit !
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Incandescent #693
Incandescent
11/04/2012
@Revan: Currently the Zerg Tier 3 is the weakest by far.. nobody builds carriers or battle cruisers and they are still able to deal with it effectively, assuming everything else is even.

I get the impression the aim is to even things out more, rather than to overpower one race specifically. Also, this hasn't gotten to Beta yet, let alone been released so moaning unconstructively and generally about balance achieves nothing...
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HmsVictory #705
HmsVictory
11/04/2012
Nice that they are removing the reblicant that unit was just awful.
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oGsSmuGG #388
oGsSmuGG
11/04/2012
RIP in peace balance. Jerg wins.
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Goosebumps #116
Goosebumps
11/04/2012
Finally some info about HOTS. Now let's get a release date or closed/open beta release date.
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Carnage #963
Carnage
11/04/2012
Do something about warpgate! Because as soon as you hit warpgate the gateways are useless!
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Void #197
Void
11/04/2012
@Carnage: Eh, What?
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What Protoss needs is a unit that can put pressure on EARLY!!
we need a way to pressure the zergs 3rd.... damn not an oracle that can't do any real damage
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Incandescent #693
Incandescent
11/04/2012
@Joe: This seems like a comment related to the current ZvP meta-game in WoL rather than HotS. Potentially the whole Zerg early third might be found to be disadvantageous in HotS. Also, the early third is generally a response to a Forge Fast Expand, which may also become disadvantageous in HotS, these are the kinds of things for the Beta I think.
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Incandescent #693
Incandescent
11/04/2012
I really like these changes and I'm going to put my opinions on specific things down, but first I want to say something I think is very important for balance as a whole:

Don't balance for same race matchups. They're already balanced, it's impossible for them to not be. If they turn stupid, as some people say PvP did, then something has to be done, but with inter-race matchups in mind. I say this for in general, but it seems a lot of the motivation for the terran additions is coming from Terran versus Terran, while the motivation should come from Tv(Z/P) with TvT as a secondary, for the sake of balance in multiplayer.

That said, I like a lot of the ideas, I think the Tempest as a splash damage unit was unnecessary and would reduce the skill required to play protoss somewhat, the new siege version is more similar to how carriers seemed to be supposed to operate (but were overshadowed by colossi)

Overseers are staying, yay! Overseers are so good, I was sad that they were going.

The nydus ideas seem amazing, In particular the creep spreader adds potential for earlier aggressive use of hydralisks, which are fairly bad off creep, while maintaining the early slowness of the hydralisk off creep (until the hive upgrade, assuming that stays)

Would the Blind ability be able to target buildings? If so, would it alert the opponent if used? If not, then it would allow for stealth nydus worms, which would be interesting, however if it alerted the opponent then that would make it a moot point at higher level play.

For terran: The main problem with adding Terran is that the Marine is such a versatile unit that even specialized units don't often overshadow it even at their speciality. Including the speed upgrade during stim, (which I feel is excessive) they're super-mobile and high damage.

This means that any new unit would have to compete with the most basic, mineral-only unit that terran has and will most often come out lacking, I make the assumption this is a contributing factor to the various niche units, i.e. AA spider mines, or super-long-distance turrets, etc.

I believe it's been said that there's no intention to touch the marine, however it's something to think about while looking at ideas for additions to the terran multiplayer army.
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Kazuki #329
Kazuki
11/04/2012
@Incandescent: For terran: The main problem with adding Terran is that the Marine is such a versatile unit that even specialized units don't often overshadow it even at their speciality. Including the speed upgrade during stim, (which I feel is excessive) they're super-mobile and high damage.
----

You are aware that Marines would turn into utter crap without the current speed upgrade with stim? They can barely run away from Protoss already while stimmed. It costs them hp using it, you are aware of this right? It's not like it's free.
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Incandescent #693
Incandescent
12/04/2012
@Kazuki: You'll notice, or not it seems, that I was merely pointing out why it's hard to add to Terran, not what they should do to it. So criticizing my suggestions is redundant as I didn't suggest anything. I implied obviously, but meh I don't even play Terran.
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Kazuki #329
Kazuki
11/04/2012
What about a save-function for games? You were in the room when it happened, Mr Browder, you must want to make this happen!!!!!!!!!!!!!!
And don't buff Protoss late game.
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Rihfok #434
Rihfok
11/04/2012
I saw both bad and good ideas, but since it is still in an early phase, I still have hope that everything will be fixed.
Scratch that. SOME things will be fixed.
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Flea #673
Flea
11/04/2012
Sound good Dustin!! I have faith in your theories!
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Nuclear #516
Nuclear
11/04/2012
Nice! <3 to STIM STIM STIM
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Carnious #880
Carnious
11/04/2012
</3 @ Protoss...
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Liderian #973
Liderian
11/04/2012
This addresses pretty much everything I felt was wrong with the HotS multiplayer so far - awesome! Keep up the good work!
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Viserion #106
Viserion
11/04/2012
"This gives the protoss army some real reach to force an engagement on their terms in the end-game."

Wait what?
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MrGroovy #414
MrGroovy
11/04/2012
Nooooo!!
KEEP the warhound or make him even smaller, forget the clunky thor, just put in a small mech like a goliath or something inspired by a mech from mechwarrior (bushwacker / owens). Make mech usable versus protoss so we dont allways se MMM vs Colos and/or templar.
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McFly #302
McFly
11/04/2012
Extremely satisfied with this update. Thanks, Dustin.
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Nagas #496
Nagas
11/04/2012
OMFG, this will be awsome. I cant even imagine (nor do you players) what a difficult job is to balance a game that has 3 races that are so different. New units will bring even more difficulty and a ton of confusion. TBH all new thing do that. As far as I can see lots of new ideas are added or removed this is good! game is in development its normal :) i cant W8 for HotS.
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SUPEROUMAN #591
SUPEROUMAN
11/04/2012
I hurt myself by doing a facepalm when reading the anti tank missile launcher. What will the range be? 16?
This unit would be perfect to replace the collosux, give it a 2.0 attack speed, taking 1 or 2 second to reach the target with medium aoe and congratulation you have an excellent micro and countermicro intensive unit which makes micro rewarding for the skilled player
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SUPEROUMAN #591
SUPEROUMAN
11/04/2012
@SUPEROUMAN: i should control myself when i facepalm
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SUPEROUMAN #591
SUPEROUMAN
11/04/2012
@SUPEROUMAN: i forgot to mention it shouldn't have a retarded long range obviously
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Murkhach #298
Murkhach
12/04/2012
@SUPEROUMAN: what about if missile launcher has similar fire rate as reaver from starcraft 2 , and you also have to pay minerals for each missile