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* ArtisticLicensePhysics: This isn't about the game's looser position on the SlidingScale/MohsScaleOfScienceFictionHardness. This concerns the introduction, later in the game's lifespan, of an Underwater tileset for maps. It's actually pretty cool, with revamped physics for slain units: their corpses will float up at the camera towards the surface. However, this {{lampshades}} the Artistic License, because ''other'' elements of physics -- the Hellbats' and Hellions' ability to set things on fire, the parabolic arc of a Ravager's artillery attack -- are not affected by the environment at all.
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YMMV


* GeoEffects: [[MeatMoss creep]] provides a movespeed bonus to Zerg units. The fact that players can now control and direct the spread of creep, via Queen-spawned Creep Tumors, Nydus Worm eruptions and Overlord [[FanNickname Diarrhea]], makes this a significant strategic consideration rather than just a home-court-advantage afterthought.

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* GeoEffects: [[MeatMoss creep]] provides a movespeed bonus to Zerg units. The fact that players can now control and direct the spread of creep, via Queen-spawned Creep Tumors, Nydus Worm eruptions and Overlord [[FanNickname Diarrhea]], Overlord, makes this a significant strategic consideration rather than just a home-court-advantage afterthought.



* ObviousRulePatch: The {{Nerf}} to Motherships in Patch 1.3, which made units that escape a Vortex spell invincible for several seconds and almost completely destroyed the [[FanNickname Archon Toilet]] tactic that took advantage of SplashDamage against the clustered units. Only the slowest units unable to take advantage of the invincibility time to flee are obliterated, now.

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* ObviousRulePatch: The {{Nerf}} to Motherships in Patch 1.3, which made units that escape a Vortex spell invincible for several seconds and almost completely destroyed the [[FanNickname Archon Toilet]] Toilet tactic that took advantage of SplashDamage against the clustered units. Only the slowest units unable to take advantage of the invincibility time to flee are obliterated, now.
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* MechanicalAnimals: The campaign exclusive Predator, who's a robotic attack panther.
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** Official Russian dub has the Protoss Carrier [[StopPokingMe saying]] "I'm not a loaf, I'm weapon of justice!", referencing the infamous fan nickname the Carriers got for their, well, loaf-shaped form.
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* HumansAreSpecial: Subverted. The central story is about the relationship between the Zerg and the Protoss, and the Xel'Naga's plans for them. While the stories of these two species are part of the overall Myth Arc, humanity's story is more tangential, focusing more on the personal relationship between Raynor and Kerrigan and the internal politics involving Mengsk.

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* HumansAreSpecial: Subverted. The central story is about the relationship between the Zerg and the Protoss, and the Xel'Naga's plans for them. While the stories of these two species are part of the overall Myth Arc, humanity's story is more tangential, focusing more on the personal relationship between Raynor and Kerrigan and the internal politics involving Mengsk.
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* WorldOfHam: The units come in three flavors -- hammy, snarky, and hammy and snarky.

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* WorldOfHam: The units come in three flavors -- hammy, snarky, and [[BreadEggsBreadedEggs hammy and snarky.snarky]].
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Capitalization was fixed from VideoGame.Starcraft II to VideoGame.Star Craft II. Null edit to update page.
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** Prior to [[{{Nerf}} nerfs]], the Swarm Host was defenseless above ground, but could burrow and [[MookMaker spawn temporary Locusts]], which were slow, fragile, had short range, and a rather dull-looking attack. However, Locusts did tremendous damage, and there was an upgrade that let them survive long enough to travel great distances. Locusts cost nothing to make and can be spawned, two at a time, just 25 seconds after the first pair expired. Swarm Hosts were strong enough to synergize with almost any unit, and were excellent as both StoneWall defenses and GradualGrinder attackers. Due to many boring, hours-long games involving mass Swarm Host armies, [[{{Nerf}} nerfs]] came in and not only made the Swarm Host useless and impractical, but fundamentally different in philosophy.

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** Prior to [[{{Nerf}} nerfs]], the Swarm Host was defenseless above ground, but could burrow and [[MookMaker spawn temporary Locusts]], which were slow, fragile, had short range, and a rather dull-looking attack. However, Locusts did tremendous damage, and there was an upgrade that let them survive long enough to travel great distances. Locusts cost nothing to make and can be spawned, two at a time, just 25 seconds after the first pair expired. Swarm Hosts were strong enough to synergize with almost any unit, and were excellent as both StoneWall defenses and GradualGrinder attackers.defenses. Due to many boring, hours-long games involving mass Swarm Host armies, [[{{Nerf}} nerfs]] came in and not only made the Swarm Host useless and impractical, but fundamentally different in philosophy.
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* WarfareRegression: Present in both lore and gameplay sense for the Protoss and the Terran to a degree, though this is not incompatible with their technological advances.
** The Terran Marines discarded their streamlined C-14 Gauss Rifle of the previous game, which incorporated a grenade launcher, in favour of a bulkier one with a retractable bayonet; this in turn is justified by the increased instances in which melee combat would be inevitable, such as when dealing with the Zerg Swarm.
** For the Protoss, this crosses over with BreakingOutTheMuseumPiece: due to their losses on Aiur and the growing necessity of the times, they have turned to reuse warmachines like the Colossi - previously retired for being too destructive - or to revive their ancient robotic programs, which lead to the development of the Sentries.
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* WhatIf: Essentially this is the entire explanation of the non-canon Co-op Mode in order to explain why Jim Raynor would be working alongside Alarak to stop infested humans on a Terran colony, or why Arcturus Mengsk would be working with Kerrigan to save Celestial Locks for Rohana. Taken a bit further with Tychus. [[spoiler:As Tychus is canonically dead even by the time that Amon's hybrid start showing their face in large numbers, the trailer states that in co-op, Tychus survived the gunshot from Raynor at the end of Wings of Liberty [[UnexplainedRecovery with no explanation]]. He then goes out and smooths things over with Raynor, and puts together a new ramshackle group using the old team name "Heaven's Devils".]]

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Removed decoy protagoinst because it probably fits better into the legacy of the void section


* DecoyProtagonist: Zeratul is almost the only Protoss character until Legacy of the Void, even having his own mini-campaigns in Both Wings of Liberty and the prologue of Legacy of the Void, but Artanis ends up being the protagonist of Legacy of the Void.
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added decoy protagoinst to the trope list.

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* DecoyProtagonist: Zeratul is almost the only Protoss character until Legacy of the Void, even having his own mini-campaigns in Both Wings of Liberty and the prologue of Legacy of the Void, but Artanis ends up being the protagonist of Legacy of the Void.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon:
** The Protoss take this trope and turn it UpToEleven. The Stalkers and the Phoenix fire short laser bursts; the Sentries, the Void Rays, and the Mothership fire continuous energy beams directly at the target; and the colossi and campaign-exclusive enemy stone guardians fire sweeping lasers along the ground. Even the probe uses an energy ray to gather minerals. In any diverse protoss army, expect to see quite the BeamSpam. On the Terran side, there's the Battlecruiser, and the campaign-exclusive Wraith (though only for air-to-ground attacks), back from the original game. Technically, the Diamondback tank uses a rail gun, but it looks like a continuous laser. Oh, and there's that ''Drakken'' laser drill in "The Dig".
** Lampshaded and referred to by name with the song ''Terran Up The Night'', with the line "The sound of '''friggin' laser beams''' and gatling guns..."
** In Co-Op, certain commanders are going to be blasting the field with lasers as they go across the field. Swann has the aforementioned laser drill on the field that targets a single unit and doesn't stop firing until it is dead or leaves the player's vision, Raynor will be blasting the ground with huge laser blasts with the Hyperion Yamato Cannon, and Dehaka can eat air units and gain a continuous fire beam ability for a limited time. There's also the Protoss Commanders who have your typical Protoss units (Artanis, Vorazun, Fenix, Alarak, and Karax), but Karax has some of the best ones with the Solar Lance and Solar Bombardment and extensive use of defensive structures. Alarak's Photon Overcharge allows him to make any allied structure begin firing beams at any nearby opponents, but with the right mastery levels it is possible for a ''pylon'' to eradicate an incoming enemy attack with laser blasts.



* FrickinLaserBeams:
** The Protoss take this trope and turn it UpToEleven. The Stalkers and the Phoenix fire short laser bursts; the Sentries, the Void Rays, and the Mothership fire continuous energy beams directly at the target; and the colossi and campaign-exclusive enemy stone guardians fire sweeping lasers along the ground. Even the probe uses an energy ray to gather minerals. In any diverse protoss army, expect to see quite the BeamSpam. On the Terran side, there's the Battlecruiser, and the campaign-exclusive Wraith (though only for air-to-ground attacks), back from the original game. Technically, the Diamondback tank uses a rail gun, but it looks like a continuous laser. Oh, and there's that ''Drakken'' laser drill in "The Dig".
** Lampshaded and referred to by name with the song ''Terran Up The Night'', with the line "The sound of '''friggin' laser beams''' and gatling guns..."
** In Co-Op, certain commanders are going to be blasting the field with lasers as they go across the field. Swann has the aforementioned laser drill on the field that targets a single unit and doesn't stop firing until it is dead or leaves the player's vision, Raynor will be blasting the ground with huge laser blasts with the Hyperion Yamato Cannon, and Dehaka can eat air units and gain a continuous fire beam ability for a limited time. There's also the Protoss Commanders who have your typical Protoss units (Artanis, Vorazun, Fenix, Alarak, and Karax), but Karax has some of the best ones with the Solar Lance and Solar Bombardment and extensive use of defensive structures. Alarak's Photon Overcharge allows him to make any allied structure begin firing beams at any nearby opponents, but with the right mastery levels it is possible for a ''pylon'' to eradicate an incoming enemy attack with laser blasts.



** This is perhaps {{justified|Trope}} because they shoot FrickinLaserBeams, but Stalker attacks have ''really'' odd terrain-following properties. [[https://www.youtube.com/watch?v=tkSVQz-iQnc&t=07m33s Observe]], as {{lampshaded}} by Creator/HuskyStarcraft.

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** This is perhaps {{justified|Trope}} because they shoot FrickinLaserBeams, [[EnergyWeapon Frickin' Laser Beams]], but Stalker attacks have ''really'' odd terrain-following properties. [[https://www.youtube.com/watch?v=tkSVQz-iQnc&t=07m33s Observe]], as {{lampshaded}} by Creator/HuskyStarcraft.
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ymmv per TRS


* SequelDifficultyDrop: The game comes with four difficulty levels, compared to the single (and NintendoHard) difficulty in the previous game. The removal/tweaking of some frustrating mechanics (such as ArtificialStupidity and the unit selection cap) and the addition of more user-friendly ones (such as the ability to tab through each type of selected unit for abilities and descriptions for said abilities) augment this more so.
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After the release of ''Legacy'', Blizzard has announced their intention to continue the story line with [=DLC=] mission packs. The first such campaign to be released focuses on [[VideoGame/StarCraftIINovaCovertOps Nova]], and the first set of missions was released on March 29, 2016.

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After the release of ''Legacy'', Blizzard has announced their intention to continue the story line with [=DLC=] mission packs. The first such packs and released a campaign to be released focuses on [[VideoGame/StarCraftIINovaCovertOps Nova]], and Nova]] consisting of three such pacs, with the first set of missions was released on March 29, 2016.
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* HitScan: Many attacks, like the Marine's and the Tank Mode Siege Tank's, have no physically simulated projectile model or tracer and hit instantly. Some others, like the Stalker's PainfullySlowProjectile, show up graphically but cannot miss unless [[PowerNullifier blocked by the Raven's Point Defense Drone]]. They end up [[HomingBoulders curving up and down cliffs and hitting targets who have already moved out of the weapon's range.]]

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* HitScan: {{Hitscan}}: Many attacks, like the Marine's and the Tank Mode Siege Tank's, have no physically simulated projectile model or tracer and hit instantly. Some others, like the Stalker's PainfullySlowProjectile, show up graphically but cannot miss unless [[PowerNullifier blocked by the Raven's Point Defense Drone]]. They end up [[HomingBoulders curving up and down cliffs and hitting targets who have already moved out of the weapon's range.]]

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* CipherScything: This happens to the player characters from the original and Brood War campaigns; the unnamed Commander/Executor/Cerebrate being retconned away.

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* CipherScything: This happens to most of the player characters from the original and Brood War campaigns; campaigns: the unnamed Commander/Executor/Cerebrate being retconned away.Colonial Magistrate, UED Captain and various Cerebrates are simply never mentioned. The Protoss Executor from ''Brood War'', however, shows up a few times; her name is Selendis. And the one from the original campaign is the only NonEntityGeneral who becomes playable for a second time: fellow named Artanis.


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* NonEntityGeneral: In contrast to the first game, the player is never addressed by other characters directly, leaving it ambiguous as to how you, the player, manifest in-game. Because the stories are told from the PointOfView of the leader of each faction -- James Raynor of Raynor's Raiders; Sarah Kerrigan, the Queen of Blades; Artanis, Hierarch of the Daelaam Protoss -- it is easy to assume that you are playing those characters; however, this creates some confusion when the game is played from an overhead perspective and the characters themselves -- particularly Kerrigan, who takes place in almost every ''Heart of the Swarm'' campaign mission as a HeroUnit -- are present on the field. (Ironically, Kerrigan, with vast psychic powers and a HiveMind at her command, has the best {{Watsonian}} justification for seeing the battlefield from an objective perspective whilst simultaneously leading from the front.)
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** [[VideoGame/StarcraftIICoopMode Co-op Mode]]
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** Creep Tumors are incredibly simplistic Zerg "structures" that merely provide Creep, and can create one more Creep Tumor. However, buffs to creep done in this game make Creep Tumors useful to keep Zerg grounds units at maximum speed, and they can be amazing scouts for the Zerg player because they provide vision and are burrowed, meaning Zerg players can see attacks coming just by filling the map with Creep.

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* ArmorIsUseless: By way of CutsceneIncompetence. To elaborate:
** [[AllThereInTheManual According to the first game's manual]], marines' CMC combat armor was designed to stop standard firearms and shrapnel--and their C-14 Impaler rifles were designed to penetrate CMC armor. In the cutscenes, however, the marine armor appears to be easily pierced by hydralisk spikes and Gauss rifles alike. As it ''is'' PowerArmor it provides boosts to strength and speed and protection from the environment and the like ([[AllThereInTheManual or so the novelizations tell us]]), but as a defense against enemy projectiles you might as well be wearing a cotton robe.
*** However, nearly every instance where the marine's armor was pierced was done at point-blank range (always a factor in armor penetration) or through [[AttackItsWeakPoint weak points in the armor like the visor]].
*** Hydralisk spines are supersonically projected bodkin arrows made of keratin with a hydroxyapatite core and tip. The're 'natural' sabot rounds.
** Averted in the last cutscene when Raynor blocks Findlay's rifle shot with his armoured shoulder and doesn't suffer any negative effects whatsoever. Could be CutScenePowerToTheMax, [[LawOfChromaticSuperiority his armour's better,]] or Jim was smart enough to use the armor's shape to deflect the slug.
*** There's a reason Jim has 200 hitpoints in-game, not 50 and it's not that's he's made of iron.
** The point is in-universe, average marines are very much considered cannon/tentacle/psipower fodder, what with most being conscripted convicted criminals. Most other Terran weaponry is generally much more effective and terrifying, such as the siege tanks, spider mines, wraiths and so on.

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* ArmorIsUseless: By way of CutsceneIncompetence. To elaborate:
**
[[AllThereInTheManual According to the first game's manual]], marines' CMC combat armor was designed to stop standard firearms and shrapnel--and their shrapnel, but in gameplay itself, Marines have ''no'' base armor whatsoever, meaning they take full damage from all attacks when without armor upgrades. This, however, becomes {{justified}} upon inspection of other weaponry in the series: the C-14 Impaler rifles were Rifle issued to marines is specifically designed to penetrate CMC armor. In the cutscenes, however, the marine armor appears to be easily pierced by hydralisk spikes and Gauss use CMC-penetrating rounds, C-10 Rifles are sniper rifles alike. As it ''is'' PowerArmor it provides boosts to strength and speed and protection from the environment and the like ([[AllThereInTheManual or so the novelizations tell us]]), but as a defense against enemy projectiles you might as well be wearing a cotton robe.
*** However, nearly every instance where the marine's armor was pierced was done at point-blank range (always a factor in armor penetration) or through [[AttackItsWeakPoint weak points in the armor like the visor]].
*** Hydralisk
with explosive rounds, Hydralisks fire their spines are supersonically projected bodkin arrows made of keratin with a hydroxyapatite core and tip. The're 'natural' sabot rounds.
** Averted in the last cutscene when Raynor blocks Findlay's rifle shot with his armoured shoulder and doesn't suffer
at supersonic speed, etcetera, so while CMC armor might look like it does not offer any negative effects whatsoever. Could be CutScenePowerToTheMax, [[LawOfChromaticSuperiority his armour's better,]] or Jim was smart enough to use the armor's shape to deflect the slug.
*** There's a reason Jim has 200 hitpoints in-game, not 50 and
effective protection, it's not that's he's made because of iron.
** The point is in-universe, average marines are very much considered cannon/tentacle/psipower fodder, what with most being conscripted convicted criminals. Most other Terran
the sheer power of the weaponry is generally much more effective and terrifying, such as the siege tanks, spider mines, wraiths and so on.they have to deal with. The CMC armor also protects Marines from environmental hazards, even allowing them to perform in incredibly hot worlds like Char with no performance issues.
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moving to Wo L page


* EarlyInstallmentWeirdness: ''Wings of Liberty'' had several oddities in how its campaign mechanics functioned compared to ''Heart of the Swarm'' and ''Legacy of the Void''.
** The player's tech options are permanent and not all of them can be acquired in the same playthrough, while the other two games let the player change up tech choices between missions and most options were accessible, save for ''Heart of the Swarm's'' evolved Zerg strains.
** The player is free to do missions in any order with only story continuity linking them, ''Heart of the Swarm'' would make each mission (with one exception) part of a three-mission chain, and ''Legacy of the Void'' scaled it back to two-mission chains, sometimes with a lone follow-up mission later. ''Wings of Liberty'' also has branching mission paths, which the other two games didn't.
** The player's research in the Lab culminated in powerful tech advances that were just part of the arsenal, while ''Heart of the Swarm'' and ''Legacy of the Void'' gave Kerrigan and the Spear of Adun powerful screen-wiping attacks unlocked at the top of their advancement.
** The Mercenaries mechanic, which let the player call in a small number of EliteMook units each mission, has no equivalent mechanic at all in the other two installments.
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-->'''Dr. Hanson''': "Those are innocent people! What are you doing!?
-->'''Dr. Hanson'''(second time): "You're killing more of my people! You monster!"

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-->'''Dr. Hanson''': "Those Those are innocent people! What are you doing!?
-->'''Dr. Hanson'''(second time): "You're You're killing more of my people! You monster!"monster!
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** Raynor gets called out when [[WhatTheHellHero you kill NPCs you're supposed to be protecting]], like in The Evacuation.
-->'''Dr. Hanson''': "Those are innocent people! What are you doing!?
-->'''Dr. Hanson'''(second time): "You're killing more of my people! You monster!"
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**Vorazon, Selendis and Rohana all have a definite swell in their models in the chest region that simulates humans, and their costumes all cross their chests as if to hide this so...
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***Hydralisk spines are supersonically projected bodkin arrows made of keratin with a hydroxyapatite core and tip. The're 'natural' sabot rounds.


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***There's a reason Jim has 200 hitpoints in-game, not 50 and it's not that's he's made of iron.
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* OnceDoneNeverForgotten: A really odd example is Tychus Findlay, who says the sentence "Hell, it's about damn time" a total of ''one time'' in his appearances in Starcraft 2 (Yes, only the intro). You'd swear it was his catchphrase with how much his ''VideoGame/HeroesOfTheStorm'' counterpart says it.
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Wrong text markup. Changed * to ''


* MoreDakka: A possible strategy to use in many situations, but is particularly useful in Co-op or the Campaign (where your build order is significantly less important as completing the objectives). Having a hard time clearing a map in Co-op with Raynor? Simply build *more* marines. Tychus not firing fast enough with his Gatling Gun? Research the ability to cut his attack cooldown (which is already starting at 0.3). Kerrigan needs backup, you *could* build a couple bulky Ultralisk, or just coat the sky in Hydralisk needles. As well, there are few situations Karax has where a couple Photon Cannons and Khaydarin Monolith's cannot solve by simply having *more of them* and upgrading them to fire *faster*.

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* MoreDakka: A possible strategy to use in many situations, but is particularly useful in Co-op or the Campaign (where your build order is significantly less important as completing the objectives). Having a hard time clearing a map in Co-op with Raynor? Simply build *more* ''more'' marines. Tychus not firing fast enough with his Gatling Gun? Research the ability to cut his attack cooldown (which is already starting at 0.3). Kerrigan needs backup, you *could* ''could'' build a couple bulky Ultralisk, or just coat the sky in Hydralisk needles. As well, there are few situations Karax has where a couple Photon Cannons and Khaydarin Monolith's cannot solve by simply having *more ''more of them* them'' and upgrading them to fire *faster*.''faster''.

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** IN Co-Op, certain commanders are going to be blasting the field with lasers as they go across the field. Swann has the aforementioned laser drill on the field that targets a single unit and doesn't stop firing until it is dead or leaves the player's vision, Raynor will be blasting the ground with huge laser blasts with the Hyperion Yamato Cannon, and Dehaka can eat air units and gain a continuous fire beam ability for a limited time. There's also the Protoss Commanders who have your typical Protoss units (Artanis, Vorazun, Fenix, Alarak, and Karax), but Karax has some of the best ones with the Solar Lance and Solar Bombardment and extensive use of defensive structures. Alarak's Photon Overcharge allows him to make any allied structure begin firing beams at any nearby opponents, but with the right mastery levels it is possible for a ''pylon'' to eradicate an incoming enemy attack with laser blasts.

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** IN In Co-Op, certain commanders are going to be blasting the field with lasers as they go across the field. Swann has the aforementioned laser drill on the field that targets a single unit and doesn't stop firing until it is dead or leaves the player's vision, Raynor will be blasting the ground with huge laser blasts with the Hyperion Yamato Cannon, and Dehaka can eat air units and gain a continuous fire beam ability for a limited time. There's also the Protoss Commanders who have your typical Protoss units (Artanis, Vorazun, Fenix, Alarak, and Karax), but Karax has some of the best ones with the Solar Lance and Solar Bombardment and extensive use of defensive structures. Alarak's Photon Overcharge allows him to make any allied structure begin firing beams at any nearby opponents, but with the right mastery levels it is possible for a ''pylon'' to eradicate an incoming enemy attack with laser blasts.


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* MoreDakka: A possible strategy to use in many situations, but is particularly useful in Co-op or the Campaign (where your build order is significantly less important as completing the objectives). Having a hard time clearing a map in Co-op with Raynor? Simply build *more* marines. Tychus not firing fast enough with his Gatling Gun? Research the ability to cut his attack cooldown (which is already starting at 0.3). Kerrigan needs backup, you *could* build a couple bulky Ultralisk, or just coat the sky in Hydralisk needles. As well, there are few situations Karax has where a couple Photon Cannons and Khaydarin Monolith's cannot solve by simply having *more of them* and upgrading them to fire *faster*.
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None

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* EarlyInstallmentWeirdness: ''Wings of Liberty'' had several oddities in how its campaign mechanics functioned compared to ''Heart of the Swarm'' and ''Legacy of the Void''.
** The player's tech options are permanent and not all of them can be acquired in the same playthrough, while the other two games let the player change up tech choices between missions and most options were accessible, save for ''Heart of the Swarm's'' evolved Zerg strains.
** The player is free to do missions in any order with only story continuity linking them, ''Heart of the Swarm'' would make each mission (with one exception) part of a three-mission chain, and ''Legacy of the Void'' scaled it back to two-mission chains, sometimes with a lone follow-up mission later. ''Wings of Liberty'' also has branching mission paths, which the other two games didn't.
** The player's research in the Lab culminated in powerful tech advances that were just part of the arsenal, while ''Heart of the Swarm'' and ''Legacy of the Void'' gave Kerrigan and the Spear of Adun powerful screen-wiping attacks unlocked at the top of their advancement.
** The Mercenaries mechanic, which let the player call in a small number of EliteMook units each mission, has no equivalent mechanic at all in the other two installments.

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* BagOfSpilling:
** Due to TechnologyMarchesOn, many of the old units are either upgraded with new abilities or replaced outright with new units. Doesn't explain why some perfectly good old abilities like Lockdown, Dark Swarm and Plague are no longer in use. Plague and Dark Swarm have equivalent new abilities, but otherwise...
** The Science Vessel. In the lore it's been replaced by the Raven, who deploys automated drones to fight or defend, but in the campaign you get the choice between the Raven or the Science Vessel. The Science Vessel is ''far'' more useful due to the new Nano-Repair ability, which basically makes it a Medivac for mechanical units, ground ''and'' air.

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* BagOfSpilling:
** Due
BagOfSpilling: [[invoked]] Zigzagged due to TechnologyMarchesOn, many TechnologyMarchesOn with a dash of the old GameplayAndStorySegregation. A lot of units are either upgraded with new abilities or replaced outright with new units. Doesn't explain why some perfectly good old abilities like Lockdown, Dark Swarm and Plague from the first game are no longer available in use. Plague and Dark Swarm multiplayer, or if they come back they have equivalent new abilities, but otherwise...
** The Science Vessel. In
different stats and abilities and look a little different. Most of the lore it's been replaced by the Raven, who deploys automated drones to fight or defend, but cut units return in the campaign you get single-player campaigns, making it clear they ''are'' still being fielded in-story, they're just not in multiplayer for balance reasons. Lore often mentions that these units have become obsolete or fallen out of favor for various reasons and thus are not seeing much usage anymore, and Terran units that return from the choice between first game are mentioned to be different models (the first game had Arclite-class Siege Tanks, the Raven or the Science Vessel. The Science Vessel is ''far'' more useful due sequel has Crucio-class) to the new Nano-Repair ability, which basically makes it a Medivac for mechanical units, ground ''and'' air.justify their different stats and appearances.

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