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** The Mothership since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of Legacy of the Void, with a similar recall ability added to the Nexus instead.

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** The Mothership since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of Legacy ''Legacy of the Void, Void'', with a similar its recall ability added to the Nexus instead.
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** The Mothership since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace.

to:

** The Mothership since Day One. Players hated the initial concept on arrival, since it reminded too much of ''Warcraft III's'' focus on hero units instead of armies. After release, the only thing it was liked for was the Archon Toilet[[note]]make a lot of Archons, have the Mothership use Vortex on the enemy army, and send the Archons into it; the enemy units will emerge all clumped up and be crushed by the splash damage of the Archons[[/note]], which was nerfed heavily after ''Wings of Liberty''. Otherwise they take far too long to tech up to, cost a lot of resources, move slowly, don't do much damage, are easily focused down and killed, and need a long time to build up energy reserved to use their abilities. The result is they virtually never see play. The Mothership Core was added in ''Heart of the Swarm'' as a stepping stone to the Mothership to make them more appealing, but it actually made them even less appealing since the Mothership Core has the same abilities at a much more manageable cost and much lower tech requirement, and it builds and moves much faster making it easier to replace. The Mothership Core was ultimately removed two years after the release of Legacy of the Void, with a similar recall ability added to the Nexus instead.
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* VindicatedByHistory: The trilogy was rather divisive upon release and completion, citing poor writing as one of the narrative's primary flaws. In the years to follow, the absolute ''trainwreck'' of story and game releases for Blizzard's other works like ''Diablo'' and ''World of Warcraft'', many players were just glad that the ''Starcraft'' series was able to give itself a decisive conclusion and quit while it was still ahead instead of being run to the ground.

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* VindicatedByHistory: The trilogy was rather divisive upon release and completion, citing poor writing as one of the narrative's primary flaws. In the years to follow, given the absolute ''trainwreck'' of story and game releases for Blizzard's other works like ''Diablo'' and ''World of Warcraft'', Warcraft'' along with the abandonment of ''Heroes Of The Storm'', many players were just glad that the ''Starcraft'' series was able to give itself a decisive conclusion and quit while it was still ahead instead of being run to the ground.
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Wiki/ namespace clean up.


* PlayTheGameSkipTheStory: Wiki/TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer.

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* PlayTheGameSkipTheStory: Wiki/TVTropes Website/TVTropes is probably the most you'll ever hear about the actual ''story'' of ''VideoGame/{{StarCraft II}}''. A huge number of people picked up the game and went straight to the multiplayer.
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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic. Many spells are now balanced around reaction time, with skillful micromanagement being rewarded with taking reduced or no damage.

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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts of splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic. Many spells are now balanced around reaction time, with skillful micromanagement being rewarded with taking reduced or no damage.

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*** The overall storytelling outright ignores any impact that the [=UED=] invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.

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*** The overall storytelling outright ignores any impact that the [=UED=] invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.missed while ''Heart of the Swarm'' has Stukov mention a throwaway line regarding Earth.


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* VindicatedByHistory: The trilogy was rather divisive upon release and completion, citing poor writing as one of the narrative's primary flaws. In the years to follow, the absolute ''trainwreck'' of story and game releases for Blizzard's other works like ''Diablo'' and ''World of Warcraft'', many players were just glad that the ''Starcraft'' series was able to give itself a decisive conclusion and quit while it was still ahead instead of being run to the ground.
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** The Swarm Host is the source of many arguments. Some players consider them overpowered, as when used properly their locusts can deal a surprising amount of damage and be used to snipe bases and ambush armies with little risk to the Swarm Host itself. And because locusts cost nothing but time to produce, every battle fought using locusts is economically favorable to the Swarm Host player. On the other side, players point out that Swarm Hosts cost a lot of resources, time, and supply, their locusts don't last very long compared to the cooldown to spawn them, and the Swarm Host is not very maneuverable and needs a Nydus Network to be effective, which all means they require a substantial investment and the player must sacrifice the size and sustainability of their army, leaving them more vulnerable to counterplay when their Swarm Hosts are out of position or on cooldown.

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** The Swarm Host is the source of many arguments. Some players consider them overpowered, as when used properly their locusts can deal a surprising amount of damage and be used to snipe bases and ambush armies with little risk to the Swarm Host itself. And because locusts cost nothing but time to produce, every battle fought using locusts is economically favorable to the Swarm Host player. On the other side, players point out that Swarm Hosts cost a lot of resources, time, and supply, their locusts don't last very long compared to the cooldown to spawn them, and the Swarm Host is not very maneuverable and needs a Nydus Network to be effective, which all means they require a substantial investment and the player must sacrifice the size and sustainability of their army, leaving them more vulnerable to counterplay when their Swarm Hosts are out of position or on cooldown. The Swarm Hosts were considered overpowered in ''Heart of the Swarm'', then reworks to them for ''Legacy of the Void'' saw them become much less effective and they were almost never used; it is hotly debated if it's possible to buff them in any way without tipping the scales back to overpowered.
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** In the [=2020s=], the Terran Ghost began to be the source of arguments, particularly in Terran vs Zerg games. Steady Targeting lets them kill every Zerg unit except the Brood Lord or Ultralisk in one shot (and Brood Lords are still left heavily weakened), EMP lets them drain Infestors and Vipers of their energy, and with Cloak they force the Zerg player to keep Overseers around, which Ghosts can still kill with Steady Targeting. Critics of the Ghost point out they're too versatile and mass Ghost counters everything the Zerg could throw at the Terran unless they resort to mass Banelings, the Ghost's biggest weakness, but this is both expensive and can be microed against to mitigate their potential. Defenders of the Ghost point out that they're very expensive to build and take a long time to tech up to and upgrade, so the Zerg player shouldn't let the Terran's economy get to the point they can afford to go mass Ghosts, and Brood Lords and Infestors and Vipers would easily roll over the Terran's other late-game unit compositions without Ghosts, so the Terrans ''need'' the Ghost to support their armies against them.
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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.

to:

** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with un-dodgeable bursts splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic. Many spells are now balanced around reaction time, with skillful micromanagement being rewarded with taking reduced or no damage.
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** Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock and still being a niche ability. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.

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** Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock and still being a niche ability.spell. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to inately lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.
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* Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.

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* ** Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock.unlock and still being a niche ability. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.
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None

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* Supporting fliers like the Corsair, Devourer, and Valkyrie wern't useless, just very situational with the Corsair seeing the most use but its Disruption Web requiring the costly fleet beacon to unlock. These were respectively replaced by the Phoenix, Corruptor, and Viking, and had some way to engage ground units. The Phoenix is able to lift up all but colossal units so that other Phoenix units may attack them, the Corruptor is able to attack structures or morph into Brood Lords to attack any ground units, and the Viking is able to land to attack ground forces.
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this sounds more like whining than a meme


** I have played[insert SC2 campaign here] for nothing![Explanation:/] As the plot of "Heart Of The Swarm" moves on,[[spoiler: Kerrigan had turn herself into a primal zerg again and become identical to queen of blades. Players scream in Raynor's perspective that They had played "Wing of Liberty" for nothing.]] At the end of "Legacy of the void" campaign, they switched the game name to [[spoiler:"Heart of the swarm", as the majority of protoss campaign is fought WITHOUT Kerrigan's assistance.]]

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*** Raynor reaching his breaking point with Kerrigan after her betrayal on Korhal to the point of killing Fenix is completely ignored. Instead of his desire to kill her, he's shown to be sad that he lost her as if she was the love of his life.
*** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting EvilPowerVacuum dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
*** The overall storytelling outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.

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*** Raynor reaching his breaking point with The last we saw of Raynor, he believed Kerrigan after had crossed the MoralEventHorizon and vowed to kill her betrayal on Korhal to the point of killing for betraying him and Fenix is completely ignored. Instead and all the other lives she had ruined. Come ''Starcraft II'', Raynor mourns for Kerrigan as the love of his life that he regrets being unable to save, and his desire to kill her, he's shown to be sad that he lost her as if she was the love of his life.
is gone.
*** Arcturus Mengsk's Terran The Dominion is basically left as was a rotting corpse at broken shell after the [=UED=] invasion and Kerrigan's betrayal, with many of their worlds suffering mass destruction, their military being crippled, and General Duke being killed. At the end of ''Brood War'' after being absolutely devastated by both it's said that Arcturus retreated to Korhal to lick his wounds and try to rebuild. In a short four years between the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting EvilPowerVacuum dilemma where being two games, the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other is stronger than General Duke being replaced with General Warfield, ever and Arcturus is secure in his power and controls a majority of Terran worlds.
*** The Protoss on Shakuras are barely even mentioned outside of Zeratul's mini-campaign in
''Wings of Liberty'' just straight up ignores Liberty'', which is only a vision of the beatdown future. It wasn't until ''Legacy of the Void'' that they got any real focus, with webcomics and novellas left to fill in what had been going on with their civilization in the Terran Dominion took in six years since ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
War''.
*** The overall storytelling outright ignores any impact that the UED [=UED=] invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.missed.
** When the ''Covert Ops'' mission pack was announced, some players were interested in further mission packs to follow up on lingering plot threads leftover from the main trilogy, or to continue telling the story much like ''Brood War'' had done with the original ''Starcraft''. ''Covert Ops'' ended up being the only mission pack produced.
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* [[YMMV/StarCraftIICoopMode Co-op Mode tab]]
Tabs MOD

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* FanNickname:
** The Overlord's ability to produce creeps is referred to by fans as "Diarrhea".
** Anything [[VideoGame/{{Warcraft}} Arthas]]-related for Valerian.
** Some people like referring to Rory Swann as a "Space Dwarf" since he's short, stocky, bearded and good with machines. He does spend all his time in [[VideoGame/DwarfFortress Bay 12]]. No Scottish accent, though.
** Watching commentary replays of pro-level games requires learning an entire fan ''vocabulary'' of names for the different build orders and strategies used, especially since several terms sound similar but have different meanings, such as six-pool[[note]]A Zerg player creates a spawning pool with his sixth drone[[/note]], 4-gate[[note]]A Protoss player builds four gateways before focusing on anything else, regardless of worker count[[/note]], and one-one-one[[note]]A Terran player builds one Barracks, one Factory, and one Starport, racing up the TechTree to air units as fast as possible. Occasionally called the Destiny Cloudfist Build by Creator/HuskyStarcraft fans.[[/note]].

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** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting EvilPowerVacuum dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
** The overall storytelling of ''Starcraft II'' outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.

to:

** One common criticism of the ''Starcraft II'' storytelling is that it doesn't do that good of a job bridging the storytelling of where ''Brood War'' left off with the start of ''Wings of Liberty''.
*** Raynor reaching his breaking point with Kerrigan after her betrayal on Korhal to the point of killing Fenix is completely ignored. Instead of his desire to kill her, he's shown to be sad that he lost her as if she was the love of his life.
***
Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting EvilPowerVacuum dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
** *** The overall storytelling of ''Starcraft II'' outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries, which is something that can be easily missed.
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** The overall storytelling of ''Starcraft II'' outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like the invasion never happened. The only time the UED is even mentioned is in the description for the Spartan Company Goliath mercenaries for ''Wings of Liberty'', which is something that can be easily missed.

to:

** The overall storytelling of ''Starcraft II'' outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like the said invasion never happened. The only time the UED is even mentioned in ''Wings of Liberty'' is in the description for the Spartan Company Goliath mercenaries for ''Wings of Liberty'', mercenaries, which is something that can be easily missed.
Is there an issue? Send a MessageReason:
None


** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.

to:

** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting EvilPowerVacuum dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
Is there an issue? Send a MessageReason:
None


** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' not only shows that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.

to:

** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke being replaced with General Warfield, ''Wings of Liberty'' not just straight up ignores the beatdown that the Terran Dominion took in ''Brood War''. Not only shows does it turn out that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
Is there an issue? Send a MessageReason:
None


** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke got replaced with General Warfield, ''Wings of Liberty'' not only shows that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.

to:

** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke got being replaced with General Warfield, ''Wings of Liberty'' not only shows that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.
Is there an issue? Send a MessageReason:
None

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** Arcturus Mengsk's Terran Dominion is basically left as a rotting corpse at the end of ''Brood War'' after being absolutely devastated by both the UED invasion and Kerrigan's Zerg Swarm. This could have set up an interesting dilemma where being the ruler of the Terrans in the Koprulu Sector was up for grabs due to the Terran Dominion being in a weakened state. Yet other than General Duke got replaced with General Warfield, ''Wings of Liberty'' not only shows that Arcturus and his Terran Dominion were somehow able to retain their power completely, they're now apparently stronger than ever.

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* TheyWastedAPerfectlyGoodPlot: Unlike previous RTS games from ''Creator/BlizzardEntertainment'', there's no definitive villain campaign for ''Starcraft II''. This plays a huge part as to why [[BigBad Amon]] and his Hybrids are some of the least interesting and underdeveloped characters seen in the franchise as you never get to truly see their EvilPlan unfold from the villain's point-of-view.

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* TheyWastedAPerfectlyGoodPlot: TheyWastedAPerfectlyGoodPlot:
**
Unlike previous RTS games from ''Creator/BlizzardEntertainment'', there's no definitive villain campaign for ''Starcraft II''. This plays a huge part as to why [[BigBad Amon]] and his Hybrids are some of the least interesting and underdeveloped characters seen in the franchise as you never get to truly see their EvilPlan unfold from the villain's point-of-view.point-of-view.
** The overall storytelling of ''Starcraft II'' outright ignores any impact that the UED invasion may have had on the Koprulu Sector to the point that everyone acts like the invasion never happened. The only time the UED is even mentioned is in the description for the Spartan Company Goliath mercenaries for ''Wings of Liberty'', which is something that can be easily missed.



** Gone are the days when the player used to have to fight through multiple factions [[note]]Like the infamous Kel-Morian-Combine mission from Brood War that sets the player up against ''six'' enemy Terran factions[[/note]]. A vast majority of the missions tend to pit the player against a single enemy.
*** This can largely be explained away as a case of TechnologyMarchesOn. Due to various restrictions in the game code, most notably the ArbritaryHeadcountLimit and the need to populate the entire map, Starcraft I enemy was divided into multiple allied AIs each with their own 200-supply headcount. As Starcraft II no longer had this restriction, and relied less on "wipe out the map" missions, such an approach was no longer necessary.

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** Gone are the days when the player used to have to fight through multiple factions [[note]]Like the infamous Kel-Morian-Combine mission from Brood War that sets the player up against ''six'' enemy Terran factions[[/note]]. A vast majority of the missions tend to pit the player against a single enemy.
***
enemy. This can largely be explained away as a case of TechnologyMarchesOn. Due to various restrictions in the game code, most notably the ArbritaryHeadcountLimit ArbitraryHeadcountLimit and the need to populate the entire map, Starcraft I enemy was divided into multiple allied AIs each with their own 200-supply headcount. As Starcraft II no longer had this restriction, and relied less on "wipe out the map" missions, such an approach was no longer necessary.
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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while making them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with undodgeable bursts splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.

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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while making keeping them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with undodgeable un-dodgeable bursts splash damage rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.
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** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while making them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with undodgeable bursts splash damage making infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.

to:

** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while making them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with undodgeable bursts splash damage making rendering infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.

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* AuthorsSavingThrow: A criticism of the ''Wings of Liberty'' campaign was that the developers included too many units, with every single mission dedicated to a unit. This not only created a massive tech tree (almost two dozen units in total), but some of the units weren't that good, even in the missions that focused on them -- on the other hand, there was criticism over many missions being ThisLooksLikeAJobForAquaman, being tailored to the strengths of its spotlight unit and coming off as gimmicky and easy. ''Heart of the Swarm'' dialed back on the unit count heavily, had several levels that didn't focus on one unit, and the levels that did focus on a new unit did so in ways that felt more organic and didn't try to shoehorn the unit into things. ''Legacy of the Void'' technically had more units than even ''Wings of Liberty'', but many of them were variants of existing units and existed to add variety to the player's army, not to be used heavily in a single spotlight mission.

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* AuthorsSavingThrow: AuthorsSavingThrow:
**
A criticism of the ''Wings of Liberty'' campaign was that the developers included too many units, with every single mission dedicated to a unit. This not only created a massive tech tree (almost two dozen units in total), but some of the units weren't that good, even in the missions that focused on them -- on the other hand, there was criticism over many missions being ThisLooksLikeAJobForAquaman, being tailored to the strengths of its spotlight unit and coming off as gimmicky and easy. ''Heart of the Swarm'' dialed back on the unit count heavily, had several levels that didn't focus on one unit, and the levels that did focus on a new unit did so in ways that felt more organic and didn't try to shoehorn the unit into things. ''Legacy of the Void'' technically had more units than even ''Wings of Liberty'', but many of them were variants of existing units and existed to add variety to the player's army, not to be used heavily in a single spotlight mission.mission.
** While ''VideoGame/StarCraftI'' had praise for its solid CompetitiveBalance, one of the quirks the game had was that it had powerful spells, abilities and units that could render some units almost obsolete. This was most noticeable with Terrans infantry compositions which were considered too weak to stand up against opposing Protoss and Terran armies at the professional level. Terran players could use Siege Tanks and Spider Mines to quickly eliminate infantry while the Protoss had Reavers and Psionic Storms that made infantry a joke. ''Starcraft II'' re-balanced a lot of spells and abilities while making them still crucial to playing well, and reworked Terran infantry into a viable force that is no longer only useful for fighting against Zerg opponents. Now Terran players don't have to deal with undodgeable bursts splash damage making infantry uneconomical and can choose between Infantry and Factory-Mech builds more flexibly, making the Terran faction more unpredictable and dynamic.
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Added DiffLines:

*** This can largely be explained away as a case of TechnologyMarchesOn. Due to various restrictions in the game code, most notably the ArbritaryHeadcountLimit and the need to populate the entire map, Starcraft I enemy was divided into multiple allied AIs each with their own 200-supply headcount. As Starcraft II no longer had this restriction, and relied less on "wipe out the map" missions, such an approach was no longer necessary.
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** The release of ''Legacy of the Void'' broke the base in a similar manner on the Terrans. The Marauder nerf, along with addition of the Adept and Disruptor to the Protoss, and the Lurker and Viper's Parasitic Bomb to the Zerg, makes the Terran's bread and butter strategy, MMM (Marines, Marauders, and Medivacs) ''much'' weaker. Some Terran players are complaining now that this makes them the weakest race since Terrans have a harder time doing a tech switch to transition into later-game Factory and Starport-based armies, while Protoss and Zerg players are mocking the Terrans for relying on the MMM strategy since ''Wings of Liberty'' and are now just upset they "have to learn how to ''really'' play" after using the same strategy for five years. Eventual balance tweaks largely mitigated these complaints.

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** The release of ''Legacy of the Void'' broke the base in a similar manner on the Terrans. The Marauder nerf, along with addition of the Adept and Disruptor to the Protoss, and the Lurker and Viper's Parasitic Bomb to the Zerg, makes made the Terran's bread and butter strategy, MMM (Marines, Marauders, and Medivacs) ''much'' much weaker. Some Terran players are complaining complained they were now that this makes them the weakest race since MMM couldn't handle the late-game armies of the Protoss and Zerg, and Terrans have a harder time doing a tech switch to transition transitioning into later-game Factory and Starport-based armies, while armies than the other two races. Protoss and Zerg players are responded by mocking the Terrans for relying on the MMM strategy since ''Wings of Liberty'' and are now just upset they "have to learn how to ''really'' play" after using play", since MMM had been the same strategy for backbone of most Terran strategies since ''Wings of Liberty'' and Terran players spent five years. Eventual years getting good at it. Over time balance tweaks largely mitigated these complaints.
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** The Swarm Host is source of many arguments. Some players consider them overpowered since, when used properly, their locusts can deal a surprising amount of damage and be used to snipe bases and ambush armies with no risk to the Swarm Host. Further, because locusts cost nothing to produce but time, every trade with locusts is economically favorable to the Swarm Host player. On the other side, players point out that Swarm Hosts cost a fair investment of resources, time, and supply, and their locusts last a rather short time compared to the very long cooldown to spawn them, so the player who is using Swarm Hosts is sacrificing the potential size and sustainability of their army, leaving them more vulnerable to counterplay.

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** The Swarm Host is the source of many arguments. Some players consider them overpowered since, overpowered, as when used properly, properly their locusts can deal a surprising amount of damage and be used to snipe bases and ambush armies with no little risk to the Swarm Host. Further, Host itself. And because locusts cost nothing to produce but time, time to produce, every trade with battle fought using locusts is economically favorable to the Swarm Host player. On the other side, players point out that Swarm Hosts cost a fair investment lot of resources, time, and supply, and their locusts don't last a rather short time very long compared to the very long cooldown to spawn them, so and the Swarm Host is not very maneuverable and needs a Nydus Network to be effective, which all means they require a substantial investment and the player who is using Swarm Hosts is sacrificing must sacrifice the potential size and sustainability of their army, leaving them more vulnerable to counterplay.counterplay when their Swarm Hosts are out of position or on cooldown.
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** Rich resources is very seldomly used throughout the campaigns. Only a select few missions have the gold mineral fields, and the rich gas geysers don't appear ''at all''.

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** Rich resources is very seldomly used throughout the campaigns. Only a select few missions have the gold mineral fields, and the rich purple gas geysers don't appear ''at all''.

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