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List of New Zerg Changes

Posted 30th Jun 2008 01:30 AM by Leord

Coverage WWI 2008 >> List of New Zerg Changes


List of New Zerg Changes
The following major has changed with Zerg:

  • Starting Workers
  • Unit Mutation Change
  • The Queen - Protector of the Hive Cluster
  • Unit Mutation - New Unit! Mutant Larva
  • Nydus Canal
  • Creep - The Substance
  • Creep - Expanding
  • Roach - Not Quite a Change
  • Zerg Upgrades
  • New Base Defence
  • Unit Graphics
  • Building Spawns Swarm - New Unit!
  • Corruptor Changes


After attending the various panels at the Blizzard World Wide Invitational in Paris and getting some hands on experience with the game itself (not even Rob Pardo himself was up to date on all the details and changes), I have begun compiling a list of all the new Zerg related changes to the game. While not all information in this compilation comes directly from the WWI you can be sure that they are all recent ones (the oldest is a few weeks old at most).

PvZ-Haven01.jpg
Zerg threatening to destory the Protoss Probe workers.


Basics: the workers

  • Increase worker count at the start: All 3 races now start off their games with 6 worker units instead of the 4 we are used to from the original game.


Unit Mutation Change

With the introduction of Multible Building Selection or MBS, Blizzard found it to be necessary to make a few balance changes to the way the Zerg unit production works.

In the original game, the Zerg production mechanic differed greatly from that of other races. Where the Protoss and the Terran had a linear production system (you could only produce 1 unit at 1 building at any given time), the Zerg where able to start production of up to 3 units in parallel.

While this seems like an imbalance, it worked out quite well since the Zerg needed to spawn all of their units from Larva which only spawned (to a maximum of 3 and all linked to the Hatchery that spawned them) at their Hatchery (primary Zerg structure). In order to increase unit production beyond that the Zerg had to build multiple Hatcheries.

Commanding a group of Larvae was done by using a “select all” button at the selected Hatchery after which the Mutation of choice could be selected. The introduction of MBS practically removed this command limitation since it allowed you to give the same command to all identical selected buildings.

In response to Blizzard have now “nerfed” this ability in their latest StarCraft 2 build. It’s no longer possible to start the production of 3 or 4 units by pressing a single key. With the new system the player has to give a separate command for each unit that he wants to produce. Example:

You select 3 Larva and want them to mutate into 3 Drones. Pressing the Drone production fastkey “D” once will cause only one of the 3 Larva to start the mutation process. So in order to create 3 Drones you now actually have to issue the command 3 separate times after you have them selected as a group.

Continue to the next page for the new changes in Zerg gameplay.
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Coverage WWI 2008 >> List of New Zerg Changes


Hive Queen - Protector of the Hive Cluster
The Queen has lost her ability to lay eggs that hatched into defensive structures. Reasoning behind the change was the fact that is became “a bit overpowered” because it could be made quantities for a relatively low cost. This Queen ability has now been replaced with the Mutate Larva ability that allows her to make Mutant Larva out of regular Larva. She is also capable of attacking at a range, which effectively can kill off other scouting Overlords that are not kept in check, and stay well behind the base defence when there is an attack.

queen_copy.jpg
The Hive Queen


Unit Mutation - New Unit! Mutant Larva
The Hive Queen can now create “Mutant Larva” from regular Larva. There is no cost involved, except for build time (30 sec). When the Larva is evolved, it’s becomes larger but does not gain any new abilities. Instead the player gains control over the Larva movement.

The ability of the regular Larva to mutate into most of the Zerg breeds is improved dramatically: mutating a Mutant Larva into and of the breeds only takes 2 seconds instead of the unit’s real build time.


Nydus Canal
In the original StarCraft 2 build the Nydus Worm was basically a cloaked transport unit that could unbury anywhere. This has since been changed to a mechanic a little closer to the original. Its been changed to a Nydus Network (was Nydus Warrens) ability to “build” an exit anywhere on the map somewhere in sight, on creep.

The Nydus Network open has a short build time and then uses the regular animation sequence to burst out of the ground. After that they act like a building and are unable to re-bury). The Nydus Network can now hold 255 Zerg units. The units stay as long as ANY opening is available. If all the available openings are destroyed all the units currently inside will die.
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Coverage WWI 2008 >> List of New Zerg Changes


Creep - The Substance
One of the most characteristic things of the Zerg, the purple substance called Creep has received a lot of cosmetic upgrades since I last saw it in March. It now features highlights, shiny patches and very distinctive borders with tendrils. Part of these changes is already visible in some of the most recent screenshots.

Creep did not only have a visual makeover. The mechanic itself has since changed as well. The Creep now damages enemy buildings at a 2hp/sec rate giving a whole new meaning to offensive “creeping” (areas with creep are not suitable for construction for any races but the Zerg, and hurts other buildings - “creeping” means something completely different for WarCraft III). Lack of creep also makes Zerg buildings loose HP at 2/sec, effectively increasing the importance of solid creep management as a Zerg player.


Creep - Expanding
The Overlords can now generate creep. We saw this at the Press Event in March, but it’s now more important with the other creep mechanics. Hive Queens no longer make the Creep Tumors, instead they are built by Hatcheries (and other Creep Tumors), within a given range of that building. The Tumor remain cloaked, and can thus be used for offensive “creeping” over the stretch of the whole map. SC2 creep has always (in screenshots) grown over ramps, so the creep will grow down over cliffs. It isn’t possible to build Creep Tumors or other buildings on ramps though.

ZvZ-Char02.jpg
All Zerg


Roach - Not Quite a Change
Clarifying how powerful Roaches are: They are very good against weak units, with too low damage to kill them fast, and a lot less effective against stronger enemies. This makes them natural for a Zerg rush. One single Roach will (eventually) kill a lonely Hive Queen. The damage made by the Queen is regenerated before her next hit, and while the Roach doesn’t do that much damage against the Queen, it will eventually win. The same goes for most units, but as soon as the opponent has a few units, they can focus fire and defeat the Roaches. What HAS changed on Roaches is the range though, it’s now a lot longer, but still not attacking air units (this was shown in the last screenshots before WWI as well).

An upgrade called “Organic Carapace” from the Roach Warren will increase the HP regen even more.


Zerg Upgrades
Zerg upgrades are now back to “normal”, and works pretty much like in StarCraft I. The Zergling no longer has an “Evolve Zergling” tech, but instead uses the “Melee Attacks”, “Zerg Carapace” as well as the Zergling-specific upgrades they had before.
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Coverage WWI 2008 >> List of New Zerg Changes


New Base Defences
As some might already know the Swarm Clutches of the Hive Queen have been removed from the game to make room for the original model in which defensive structures where Drone mutations. These defensive structures are called Spine Crawler and Spore Crawler. It can uproot and move around (as long as it stays on the creep), but can not be transported through the Nydus Worm. While uprooted, they cannot attack and are much more vulnerable to damage. They both have a 100 mineral cost (in addition to the Drone) and take 30 sec to mutate into the chosen defensive (or offensive) structures


Unit Graphics
This might be something that has been around for a while, but the gigantic spikes launched by the Hive Queen or the Hydralisk now get stuck into its victim for a short period of time.


Building Spawns Swarm - New Unit!
Another new feature, as well as new unit is the Swarm. The Swarm is a Zerg creature that apparently lives inside buildings. When a building is destroyed, a number of Swarm creatures are spawned, depending on how prominent the building. Extractors and Spine Crawler produces none, while a Lair will produce over 15. They have a very short lifespan outside the building (like 4-5 seconds), and will all die simultaneously when time runs out. In the meanwhile, they can still hurt you, with their 4 Melee damage and fast attack speed. It’s a fast ground unit with Light armour at +0. They have minimal HP, and expires within very few seconds. This is a great way to stall intruders that have to spend time killing them, or manage to build a defence, and works great with the Zerg in general. It often kills, or decently damages at least one attacker, if it is in an early tier.

corruptor2_copy.jpg
The original Corruptor model


Corruptor Changes
The Corruptor is now buildable from the Lair, as it is now the “bread-and-butter” air defence unit. It’s still upgraded from the Spire.


Infestor Change
The Infestor’s ability called “Infestation” now lasts for 20 seconds rather than 15. If it spawns more Infested Terrans is unknown.


The Changeling
The Changeling is a new Zerg unit that is produced by the Overseer at the cost of energy only. It has a timer, and is very very weak. It will die on one hit if found out before the timer runs its course. The unique with the Changeling is that when you move it closer to an opposing player unit or building, it will change into a base unit of that kind. That means if you put the unit close to a Blue Marine OR Marauder, it will turn into a Marine of the same colour (Blue). Coming close to a Red Barracks will turn it into a Red Marine. The unit stays under your control, so you can move it around, (but not attacking as guns/weapons are not really “real”), and the opponent’s units will not automatically fire upon it. If an opponent selects it, the portrait will be visible, and he can order units to attack it, or if he selects multiple units he might notice that one unit is unselectable, and kill it. It’s a scouting unit, that just is very cool.


Make sure to look back on the WWI Coverage Page for more StarCraft 2 Info.




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