June 24, 2010

Starcraft II Analysis - Banelings

Banelings, each carries a giant green acid ball with tiny legs and arms.

Banelings are evovled from Zerglings. Each zergling costs 25 minerals, plus the evolution cost, 25 minerals 25 gas, making each Baneling cost 50 minerals and 25 gas. So mathematically, if a Baneling kills 2 Marines, then it should be worth it.

Banelings are effective against Zealots, Marines, Zerglings, Drones, SCVs, Probes, and other light units. Not as much against non-light units.

Banelings have movement speed of 250 without the upgrade, where as Marines and Zealots have movement speed of 225.

Starcraft II Analysis - Roaches

Roaches, heavy assault Zerg units. Has little head hiding in the thick Zerg shells. The thick shell is great for taking attacks, and constaining the massive acide erosion inside its body. It moves at same speed as Zealots, and Marines. Much slower than speed Zerglings, mainly due to its heavy body mass and lack of rooms for huge leg muscle groups. It has a long throat, able to tighten up and launches huge amount of corrosive pukes up to 2 range.

145 health, 1 armor, 16 damage per attack (8 damage per second)

75 minerals, and 25 gas and 2 food

June 21, 2010

Starcraft II Analysis - Mutalisks

Mutalisks, mobile Zerg ait units. Costs 100 minerals, 100 gas, and 2 supplies. Deals bouncing damage to ground and air with a range of 3.

Its bouncing damage is quite powerful versuses a bunch of 0 armor units. It deals much less against units with 1 or 2 armor.

The tech building for Mutalisks is Spire, which takes a long time to make, and quite costly too, 200 minerals and 200 gas, 250 minerals and 200 gas if you count in the drone. However, once Spire finishes, a large amount of Mutalisks can be made right after, since Spire doens't produce Mutalisks, but Larvas do.

June 19, 2010

Starcraft II Analysis - Worker Build Time

Drones, SCVs, Probes all have the same build time - 17 seconds. However, the shortest time needed for a base to go from 0 worker to full worker for each race is different.

Zerg takes the shortest amount of time, it is the fastest at worker replenishing.

Protoss comes second, the Chronoboost ability can really speed up worker production a ton.

Terran takes the longest, it is the slowest at worker replenishing. However, the MULEs do make up for this disadvantage, making Terrans and Protoss about the same at resource gathering

June 18, 2010

Starcraft II Analysis - Destructable Rocks

Starcraft II introduces a new game mechanic - the Destructable Rocks

There are many shapes of destructable rocks. horizontal ones, verticles ones, large square ones, small square ones and diagonal ones. Each version of destructable rock has 2000 hit points, and 2 armor.

It will take aproximate 2000 divide by 10 divide by 15, which gets you 14 seconds for 10 marauders to destroy it in game seconds. And since the game is usually in faster speed, then it aproximates it to 10 seconds. It takes much longer to bust it down early on. However, with teamwork, these rocks can be destroyed rather quickly in 3v3 and 4v4 game types.

June 17, 2010

Starcraft II Analysis - Unit Design

Unit Design is a big part of Real Time Strategy games. Units are what the players control and play with in every single game. How units look and how they move and what kind of abilities they do according to their artwork is very crucial to success of Starcraft II.

Terran currently has Marine, Marauder, Reaper, Ghost, SCV, Mule as personnel units, and Thor, Siege Tank, Hellion as land machine units and Viking, Banshee, Raven, Medic Ship, Battlecruiser are the air machine units. So there are 4 variety of infantry units, 2 workers, 3 land robots, and 5 air ships.

I personally would like to see more Infantry units and less heavy machine units. Because, really, it is people that people are more related to, than metals. Players like seeing organisms, bodily movement, rather than tanks moving around and espeically ships hovering around with booster flare behind it.

June 12, 2010

Starcraft II Analysis - Ultralisks Build Time

Ultralisks! Roar! The mighty Zerg monsterousity.

Ultralisks, the most powerful and last unit you could get as Zerg, where as for Terran, it's the Battlecruiser, and Protoss it's the Carrier.

According to my calculation, the earliest Ultralisks can come out is actually aprox 2 minutes after earliest Battlecruiers or Carriers. I am not sure of Blizzard knows about this. I'd reduce Hive tech time from 100 seconds to 60 seconds, so Ultralisks can come out earlier, making Zerg less weak vs Terran Thor, Siege Tank, Marauder army during that time in game.

June 11, 2010

Starcraft II Analysis - Why Siege Tanks are Currently Overpowered

I strongly believe Siege Tanks are overpowered, currently. the 60 to 50 damage reduction wasn't enough. As
- Siege Tanks can come out pretty early, earlier than a Hydralisk
- On paper, its AOE dps isn't that much, however, it is able to kill many units before it can reach it
- Due to the new Starcraft 2 AI, it rarily rarily splashes friendly units, which was a big weakness of Siege Tanks in Starcraft 1

In conclusion, I think it needs to be nerfed, have its gas cost increase or minimum range increased or something else

June 03, 2010

Starcraft II Analysis - Patch #15

It's been long time since I have made another entry, mainly due to amount of work I had to do for Starcraft II Galaxy Editor.

Patch #15 patch notes for Starcraft II Beta just released earlier. Here are 3 notable changes

- Hellion upgrade damage bonus decreased from 1(+1 light) to 1
- Nitro Pack research cost decreased from 100/100 to 50/50
- Siege Tank siege mode damage decrease from 60 to 50

Hellion upgrade damage bonus decreation was a good one, I felt it enjoyed too much of damage bonus once it gets to +3, it wrecks havok, able to almost one or two shot a line of units.

The Nitro Pack research cost reduction is good. It was too expensive, considering that players won't get more than 6 or 7 reapers in a game max, and 100/100 divided by 7 is aprox 14 extra minerals and gas for each Reaper for the speed boost, quite expensive compared to other similar upgrades, like Combat Shield, or Zergling Speed.

Thank goodness for the Siege Tank siege mode damage decrease. Mathematically, it was too strong before this reduction. Also, 60 was the damage to one shot Marines, which made Marines really weak in Terran VS Terran. Now we are gonna see much more Marine play, which is the right thing to do. "It ain't Terran if we see no Marines the whole game"