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Changes from Starcraft to Starcraft 2

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Changes from Starcraft to Starcraft 2 Empty Changes from Starcraft to Starcraft 2

Post by InteroVegas 2010-06-19, 22:02

For everyone who has played sc2 via whatever methods, and has played sc1, post what differences you have found, I'll start by posting the basic huge differences:

Whole game:
You get 5 minerals per blue mineral.
You get 10 minerals per orange mineral (I swear I am wrong on that number).

Terran:
Terran is now the mid game supremacy race.
Terrans have the unit the Thor.
Terrans no longer have the wraith, it has been replaced with a cloaking air to ground unit called the banshee.
Terrans no longer have the medic nor dropship, they have been replaced by the "medevac" an 8 space dropship that can heal organic units.
-Supply Depots can be raised or lowered - And they provide population in both states.
-The Command center can drop a M.U.L.E. that mines minerals faster then SCVs.
-The Command center can drop an upgrade onto an existing supply depot that is raised that increases the population cap, this new supply depot can be lowered.
-You start with roughly 7 SCVs.
-Marines are much weaker.
-The viking has replaced the goliath, it is a ground to ground unit that can transform into a air v air unit and back again.
-The raven has replaced the science vessel and has a whole new set of abilities.
-All unit producing buildings (excluding the command center) can attach a tech lab or titan reactor, the reactor allows the building to create 2 units at once and double the size of the que, the lab allows the building to make more advanced units and purchase upgrades at the techlab.
-The armory now allows the creation of the Thor, the viking is longer a unit.
-Reapers are fast anti light units that can jump over cliffs, they also have great anti-building power.

Protoss:
-Protoss is the end game supremacy race.
-Protoss have a new unit called the mothership, it is really good, you can only have 1 of it a time.
-Protoss can now make their gateways into warpgates that can spawn units anywhere in the radius of a pylons energy field.
-Protoss no longer have the dragoon it has been replaced by the stalker.
-Protoss have a new air unit called the phoenix.
-Protoss have a new ground unit called the immortal.
-Photon walls no longer last as long.
-Pylon radius is much larger.

Zerg:
Zerg queen has been revamped, so much that I will post about it later.


Last edited by Darkgenesis on 2010-06-19, 22:26; edited 1 time in total
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Changes from Starcraft to Starcraft 2 Empty Re: Changes from Starcraft to Starcraft 2

Post by InteroVegas 2010-06-20, 10:44

I only got a decent chunk of the terran changes down, because that is what I play, someone else will need to fill in zerg and protoss for the full set of changes.
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Changes from Starcraft to Starcraft 2 Empty Re: Changes from Starcraft to Starcraft 2

Post by ZedSlayer 2010-06-20, 12:03

The immortals ARE the dragoons, the Stalkers are dark protoss dragoons that can teleport.

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Post by Corenat Rovarnus 2010-06-20, 12:17

umm dragoon has been replaced by immortal, stalker is just the dark templar equivalent added in. The immortal has hardened shields which reduces any attack doing more than 10 damage down to 10 damage.
Colossus - Super tall protoss giant walker that's awesome against swarms but is vulnerable to all units.
Carriers can now autobuild interceptors yayy. Warp Prisms...act as mobile pylons that can attack and transport units.
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Changes from Starcraft to Starcraft 2 Empty Re: Changes from Starcraft to Starcraft 2

Post by InteroVegas 2010-06-20, 13:52

it doesn't transport, it teleports em, so its more like an arbiter then a dropship
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Post by ZedSlayer 2010-06-20, 14:32

and The zerg have zerglings that Blow Up

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Post by InteroVegas 2010-06-20, 18:02

Yes

Zerglings can be morphed into banelings, weak units that can blow up on impact and cause huge damage.

also, no the stalker is the dragoon replacement, it is pretty much the second unit you can make, it may be like a dark templar version, but it is what the dragoon has been replaced by.
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Post by ZedSlayer 2010-07-17, 21:42

yes but it specifically states that the immortals ARE the Dragoons, but now they have fun new toys

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Post by Corenat Rovarnus 2010-07-17, 23:42

dude we're talking about gameplay aspects, it may BE a dragoon in the lore, but the unit that fills the role of the dragoon in starcraft 1 in sc2 is the stalker. immortals can't hit air units, cost a lot more, and are higher up on the tech tree.
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Post by ZedSlayer 2010-07-18, 14:19

I am not debating the role change, I am debating the backstory problems that Amos appears to be experiencing

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Post by Corenat Rovarnus 2010-07-18, 14:34

no he aint, and please tell me storywise what the arbiter is now.
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Post by ZedSlayer 2010-07-18, 22:09

motherships have an ability called Cloak Field, so it's probably them

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Post by Corenat Rovarnus 2010-07-18, 22:49

No they do not. Last time I played the beta they did not. I suspect in the retail version they will not as well. Where does it say story wise that the mothership has a cloaking field. That weirdo EU story thing on the blizzard website has a mother ship trying to rescue some folks, they didn't have a cloaking field.
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Post by InteroVegas 2010-07-19, 00:27

the mothership no longer cloaks, end of story, there is no more arbiter type unit, it is gone, instead you have the warpy thing that cant attack. also stalkers are the dragoon gameplay wise. but overall protoss had a major change to focus on ground, terran to air, zerg have some in both, but not particularly strong in either, has lots of cloaking.
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Post by ZedSlayer 2010-07-19, 01:10

why the F/UC can the zerg cloak, they're organic, the only cloaking zerg unit should be the Queen of Blades

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Post by Corenat Rovarnus 2010-07-19, 18:10

larry is trying to change the subject because there is no arbiter storywise anymore and he's lost. anyway, all zerg ground units have been able to cloak since sc1, its a little something called 'burrowing'. I seem to recall you needed a detector unit to see them.
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Post by ZedSlayer 2010-07-19, 19:54

true on both accounts, but "cloaking" implies being able to move while remaining invisible, while when a unit burrows they can't move, in addition ultralisks can't burrow

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Post by InteroVegas 2010-07-19, 21:28

a) infestors can move while burrowed
b) roaches can buy a move while burrowed upgrade

yes, zergs and hydras, the other 2 units, can not move while burrowed, but since zerglings arent used late game (maybe some skillfully applied banelings), so 1 out of 3 used creatures that can burrow cant move while burrowing, while the other 2 can.
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Post by ZedSlayer 2010-07-19, 21:49

how high up the tech tree are infestors and roaches

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Post by InteroVegas 2010-07-20, 17:49

roaches are now where hydralisks are, infestors are above roaches, so in short, the units after the zergling. Obviously you can always not get certain tech, like being a protoss that doesnt make templars or w/e, but the roaches and infestors are low-medium units.
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Post by ZedSlayer 2010-07-20, 20:22

so roughly somewhere between hydralisks and lair levels

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Post by Corenat Rovarnus 2010-07-20, 21:17

ZedSlayer wrote:why the F/UC can the zerg cloak, they're organic, the only cloaking zerg unit should be the Queen of Blades

its the latest in nutritional fashion, drink zergbean milk, its organic! also I believe the infested terran has changed to just a regular unit?
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