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View Full Version : New Units and Buildings for StarCraft 2 Part 1.


DOTASG_PAPA
06-05-2010, 02:50 AM
http://www.gosugamers.net/general/images/news/release27july.png

As we all already know, StarCraft 2 is due to be released on 27th of July, which is about two months away. It seems not many players in Singapore have managed to get their hands on a set of Beta key. So this will be a series of the new units that Blizzard have added to SC2.

We will start off with one race at a time to avoid clumping all the new units under one post. So for Part 1, we will take a dive into the nasty, mutating world of the Zergs.

New Units of the Zergs

Baneling
http://www.dotasg.com/forums/attachment.php?attachmentid=997&stc=1&d=1275796660
This is one of the new unit introduced in SC2. This unit is morphed from Zerglings and requires the Baneling Nest to do so. Banelings are rolling bombs and usually best when their fielded en massed. Banelings will explode on impact and released searing acid, doing damage to surrounding units. Banelings are extremely effective against infantry and buildings. Topped up with their burrow ability, a seemingly clear and safe path may instantly be turned into a death trap when they un-burrow and explode on unaware units.

Abilities: Burrow(W), Attack Structure(B, Explodes on targeted building, dealing large amounts of damage), Explode(E, Explodes on nearby units,dealing damage).
Damage: 20(+15 vs light)/80(+8 vs buildings)/Damages:Ground and Buildings.
Armor Type: Light, Biological.
Upgrades: Burrow(enables ability to burrow),Centrifugal Hooks(increase movement speed of banelings).
Cost: 25 Minerals/25 Vaspene Gas. Build Time:20seconds. Hotkey:E. Food Count:0.5.

Queen
http://www.dotasg.com/forums/attachment.php?attachmentid=999&d=1273852906
This is the new unit in SC2 that has made Zerg to be feared for their massed armies that could overrun bases and destroy everything that stood in their path. The Queen, birthed directly from the Hatchery, is a powerful fighting unit that has the abilities to defend her Zerg nest to the fullest potential. It also has the ability to spawn larva which allows more Zerg units to be build from the Hatchery rather than waiting for just the Hatchery to re-spawn the larva. The Queen also has the ability to spawn creep tumors which basically expands and grows creeps which allow building to be built away from the main base. The creep also gives movement speed bonus to Zerg units.

Abilities: Burrow(W), Transfusion(T,Restores hit points to a target Zerg unit or building), Spawn creep tumor(C, Creates a burrowed creep generator. Allows creep to grow and expand without nearby Zerg buildings), Spawn Larva(R, Spawns 4 larva at targeted Hatchery to produce more units).
Damage: 4(vs Ground, Strikes twice)/9(vs Air)/Damages:Ground and Air.
Armor Type: Psionic, Biological.
Upgrades: Burrow(enables ability to Burrow)
Cost: 100 Minerals. Build Time:50seconds. Hotkey:Q. Food Count:2.

Overseer
http://www.dotasg.com/forums/attachment.php?attachmentid=1000&d=1273855560
This unit can be obtained from upgrading Overlords after the Hatchery has been upgraded to the Lair. Though this unit loses its Generate Creep ability, this units gains detection which allows the player to detect invisible units. It also has the spawn Changeling ability which is a small fast unit that can take the form of the enemy's troops.

Abilities: Spawn Changeling(C), Detector(Passive).
Damage: Nil
Armor Type: Biological, Armored.
Upgrades: Flying Carapace(increases armor of all Zerg Air units).
Cost: 50 Minerals/100 Vaspene Gas. Build Time:17seconds. Hotkey:V. Provides 8 supply.

Roach
http://www.dotasg.com/forums/attachment.php?attachmentid=1001&d=1273856129
Roach is one of the core units of any Zerg army. It ability to move while being burrowed and regenerate healthpoint extremely quickly which being burrowed allows them to absorb massive amounts of damage. If used properly, roaches can appear right in the heart of opponents bases undetected and wreck havoc.

Abilities: Burrow(W), Rapid Regeneration(Passive, Enables roaches to regenerate health at extremely fast rate while burrowed).
Damage: 16(vs Ground)/Damages: Ground.
Armor Type: Biological, Armored.
Upgrades: Burrow, Organic Carapace (O, increases health regeneration rate), Glial Reconstitution (G, increase movement speed),Tunneling Claws (T, Enables roaches to move while burrowed).
Cost: 75 Minerals/25 Vaspene Gas. Build Time:27seconds. Hotkey:R. Food Count:2.

Abilities: Burrow(W), Rapid Regeneration(Passive, Enables roaches to regenerate health at extremely fast rate while burrowed).
Damage: 16(vs Ground)/Damages: Ground.
Armor Type: Biological, Armored.
Upgrades: Burrow, Organic Carapace (O, increases health regeneration rate), Glial Reconstitution (G, increase movement speed),Tunneling Claws (T, Enables roaches to move while burrowed).
Cost: 75 Minerals/25 Vaspene Gas. Build Time:27 seconds. Hotkey:R. Food Count:2.

Infestor
http://www.dotasg.com/forums/attachment.php?attachmentid=1003&d=1273858671
Infestor is considered a support unit for the Zerg. Though it lacks a direct attack, that is compensated by its abilities which can change the tide of the battle. As usual, like all Zerg units, the Infestor has the capability of moving whilst being burrowed. However its main bread and butter skills are Neural Parasite, Fungal Growth and Infested Terrans. Neural Parasite enables the Infestor to take control of a unit of its choice and is able to use that unit however Neural Parasite is a channeling spell so any other spells casted after the Neural Parasite will result in the spell being stopped. Fungal Growth is an AoE spell that ensnare all units in a radius and completely immobilized it while dealing small amount of damage. Lastly Infested Terrans, unlike Infested Terrans from SC1 which have the ability to explode, the Infested Terrans in SC2 are like normal Marines which deals damage to both Ground and Air. It last for 20 seconds and has burrow ability.

Abilities: Neural Parasite (R),Burrow (W) ,Fungal Growth (F),Infested Terrans (T).
Damage: Nil
Armor Type: Psionic, Biological, Armored
Upgrades: Burrow (B), Peristalsis (P, Increase movement speed of Infestors while burrowed), Pathogen Glands (G, Increase Infestor energy by 25), Neural Parasite (N, Allows Infestors to use Neural Parasite ability).
Cost: 100 Minerals/150 Vaspene Gas. Build Time:50seconds. Hotkey:F. Food Count:2.

Corruptor
http://www.dotasg.com/forums/attachment.php?attachmentid=1004&d=1273861268
The Corruptor is the anti-Air unit for the Zerg. It is effective against most Air units with the capability of Corruption which will cause targeted units to recieve 20% more damage. Corruptors can be further mutate to Broodlords once there is a Greater Spire. Corruptors are mainly built to counter Air and Massive units. They are usually built with large numbers to be able to quickly snipe down opponent's Air units.
Abilities: Corruption(C), Morph to Broodlord
Damage: 14(+6 vs Massive)/Damages: Air.
Armor Type: Biological, Armored.
Upgrades: Flyer Attack (A, Increase damage of all Zerg Air units),Flyer Carapace (C, Increase armor of all Zerg Air units).
Cost: 150 Minerals/100 Vaspene Gas. Build Time:40seconds Hotkey:C. Food Count:2.

Broodlord
http://www.dotasg.com/forums/attachment.php?attachmentid=1005&d=1273887428
Broodlords are the strongest Air unit for the Zerg army. Mutated from Corruptors, the Corruption ability is replaced by Swarm Seeds. This skill allows 2 Broodlings to be launched for every attack coming from a Broodlord. Broodlords are practically unstoppable when massed against Ground units though Anti Air units are effective against Broodlords.
Abilities: Swarm Seed(Passive)
Damage: 20/Damages: Ground.
Armor Type: Armored, Biological, Massive.
Upgrades: Flyer Attack (A, Increase damage of all Zerg Air units),Flyer Carapace (C, Increase armor of all Zerg Air units).
Cost: 150 Minerals/150 Vaspene Gas. Build Time:34seconds Hotkey:C. Food Count:4.

Broodling
http://www.dotasg.com/forums/attachment.php?attachmentid=1006&d=1273888579
This is the unit spawn from the Broodlord on every attack. It will expire over time but when massed, it can easily destroy huge armies.
Abilities: Nil
Damage: 4/Damages: Ground.
Armor Type: Light, Biological.
Upgrades: Melee Attack (M, Increase damage of all Zerg Groud units),Ground Carapace (C, Increase armor of all Zerg Ground units).
Cost: Nil Build Time:Instant Hotkey:B. Food Count:0.

Changeling
http://www.dotasg.com/forums/attachment.php?attachmentid=1007&d=1273888985
The Changelings are spawned from Overseers. The Changeling will take the form of the opponent's basic combat unit, color and upgrades. Though the Changeling does not have a direct attack, they act as spies and are able to sneak into the opponent's army.
Abilities: Disguise(Passive)
Damage: Nil
Armor Type: Light, Biological.
Upgrades: Ground Carapace (C, Increase armor of all Zerg Ground units).
Cost: Nil Build Time:1 second Hotkey:B. Food Count:0.

These are all the new units for Zergs in Starcraft 2. With the additional of the new units, Zerg now has the ability to change their strategy according to their opponent's army. With Hatchery having the ability to hatch more units now with the help of the Queen, the Zerg army can be banging on the opponent's front door in a matter of minutes with a force big enough to tear through the defenses and finally overrunning the base.

(Article credited to our ex-crew, Mr.Jerry)

dRaGoN
06-06-2010, 09:43 AM
nais info but the infestor and overseer part is outdated , last few patch had their spells changed.

DOTASG_PAPA
06-06-2010, 11:55 AM
Yeah, there were recent update to it. At the moment it is patch 15. At the point the article was written it was during the early part of our maintenance period, thus you are right about some of of the outdated part. We will correct it in part 2 of our article of it.

mR.Jerry-
06-06-2010, 11:53 PM
This was written during patch 12. Right now the infestors are the way to go against terran mech

dRaGoN
06-10-2010, 01:49 AM
yea now terran mech muz include ghost coz of infestor but makes terran too gas intensive. infestors are IMBA =.=

DOTASG_PAPA
06-10-2010, 02:39 AM
Yeah, Terran had a lot of selection of weapons in their arsenal, but generally week in major air showdown. Also need the good mix of units to be effective. Hard to depend on 1 or 2 massed units, need more mixture to be effective.

The Zergs are still insanely fast with Zergling rushes, event if you defend against first wave of it then next will come Hydralisk/Roaches rushes, if you are not dead yet. Prepare for more of higher unit rushes, no time to breathe at all.

So far, I love playing Terran and can only play Terran at the moment, but am extremely still weak at Terran style of fast M+M. Most of time when I was about to get it going, opponent already coming with their swamps outside my base. No amount of defense make any use against the onslaught.

dRaGoN
06-10-2010, 09:54 PM
M & M 's no longer strong , need too many barracks to pump dem out fast and typical macro zerg will wipe out your remaining M & M army with new units spawning altogether but mixing different units also means need better micro @_@

DOTASG_PAPA
06-11-2010, 03:04 AM
M & M 's no longer strong , need too many barracks to pump dem out fast and typical macro zerg will wipe out your remaining M & M army with new units spawning altogether but mixing different units also means need better micro @_@

But talking about needed to have better micro, one of my gaming friend who used to be a SC1 pro feedback that SC2 very little impact in microing. I am not too sure if that is true as I am more of the make units and send them all in type.

Still, maybe what you said is true to certain extend. Like controlling the units by their grouping properly will help to win against enemy's rush rather than really micro managing each unit. Right?

dRaGoN
06-11-2010, 12:18 PM
yea , SC1 mech armies only consist of goliaths vultures and siege tanks. SC2's mix is way moreeee than that

Revenant
06-14-2010, 04:35 PM
Queens have been 150minerals for a long time.