Your options include anticipating your opponent will be casting an EMP by seeing the ghost or its shimmer and predicting it being near the edge of the EMP range and moving out quickly or using the stalker’s blink ability.Ħ. It’s possible to dodge EMP, but it is difficult to do. Is EMP dodgeable, or there’s some sort of indication that it’s going to be launched? And does this cause a problem with Immortals? They are meant to burrow and move up ahead of the swarm to soften up their opponent’s forces.ĥ. It is intended to play more of the disruption/harassment role.
What is your overall goal for the Infestor? The units have had and removed so many abilities, are you trying to focus into a support role, or disruption and harassment, or just to have a wide variety of spells so it can be a quick response unit? We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.Ĥ. What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?Ĭurrently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. There are a lot of options and we happy with the diversity it brings to gameplay at this point.ģ. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?įirst of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1.
In World of Warcraft pvp they found an issue over time that it was “very unsatisfying” to the player when they lost control of their character as it limited their ability to do their job or role. Zerglings have to secure a good surround around the zealots to keep the ratio close.Ģ. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area.
As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. However, the ratio is mainly based on positioning and micro-controlling. One zealot can usually take out two, and sometimes three zerglings. Zealot ratio remain at 4:1 or has it changed in the latest builds?