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Exclusive Hands-On: Starcraft II: Heart of the Swarm

We get our hands dirty in Blizzard’s next expansion pack for Starcraft II.

by The At7addak Team on Jun 18, 2012

In preparation since the launch year of Starcraft II: Wings of Liberty, the Heart of the Swarm expansion pack is hopefully planned to come this year, bringing an almost full new game, with a well deserved multiplayer upgrade, new units, and a new singleplayer campaign telling the story of Kerrigan, the last Zerg Queen.

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Exclusively with At7addak, we got the chance to try the latest build of Starcraft II: Heart of the Swarm back at the MLG Spring Championship in Anaheim, playing around with the new units and understanding this push that will be beneficial for e-Sports around the world, and for our Starcraft II Intergalactic Tournament this year (which you can join right now on our site).

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Dustin Browder, the renowned game director for Starcraft II, made the first introductions to the expansion pack. As he talks about the new units, I cannot help but notice one important thing: e-Sports is at heart in this expansion pack.

So Browder kept on pushing on the fact that nothing is final, something we heard already at Blizzcon last year, and in retrospective to Blizzard’s last event, a lot changed when it came to unit design and stats.

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Which means that anyone reading this piece might be surprised that any other of the following topics presented in this piece might get cut in the final build. In essence, Heart of the Swarm is mainly focused on the Zergs, but even the loyal Terrans and the proud Protoss are getting their fix. So let’s start with the Zergs shall we?

The Zergs, obsessed with perfection by evolution, are adapting to new tactics to be able to create far more effective siege scenarios and manipulating the course of action.

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Comes in the Viper, a new flying unit, powered by three unique abilities. The Viper can blind a whole group of biological enemies (such as the Terrans’ marines) with Blinding Cloud, to push them back and allow melee units to attack without getting inflicted with much damage.

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You will also be able to use Abduct, a sort of bungee effect to a unit from above, grabbing it from the ground, and tossing it to a certain death in between a horde of Ultralisks.

Finally the Vipers have a sort of energy recovery power, by feeding off a Zerg building. This is rather tricky, as you can end up destroying your structure if you forget about it.

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The second new unit is the Swarm Host. A sort of bubbly slow creature with puss sacks on its back, the Swarm Host can burry itself under the ground and breed constantly mutated Locusts (2 units per 25 seconds), which are ground-air and ground-ground units. Although really small, they are a strategic merge between a Guardian and Zerglings.

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In practice, they are best used against in hords to besiege and enemy base or heavy defense unit like the Ultralisk, Tankers and etc.

On the other hand, some currently known Zerg units are under strict stats reform, including the Ultralisks. The latter will have a new skill called the Burrow Charge, allowing him to dive underground and quickly emerge on a specified target, instead of bashing through the crowd to reach it. Finally the Hydralisk has a new upgrade that allows them to move faster while not on creep.



So who’s ready for some Protoss love? The currently most favorable race of  our Starcraft II Intergalactic Tournament this year, is also getting some new units, precisely: The Tempest, Oracle, and Mothership Core.

As expected, the very expensive Mothership unit has been removed from the Protoss ranks – and Carrier too – so to bring balance, Blizzard decided to pull out the Mothership Core.

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Since the new Void Rays were the way of the Protoss players in Starcraft, especially because only one Mothership could be built at a time, the Mothership Core is a perfect alternative and strategic unit.

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The Mothership Core is dependent on the Protoss Nexus. Let’s say more like stuck to it’s back, it is still possible to teleport it from one base to the other, for a mere 25 energy. The Mothership Core has some interesting abilities that a Protoss player will be encouraged to use.

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Stuck to the Nexus, the Mothership Core acts like a sort of Photon turret, capable of defending against large hordes with its Purify ability. It can also instantly teleport your whole armies back to the base, something Protoss were dying to have, especially with slow retreating units such as the Immortals, but it’s a rather expensive abilities, costing 150 energy for one single use of Mass Recall. But here’s the interesting change: The Core can turn to a full on Mothership by upgrade once the Fleet Beacon is constructed. This might make the valiant ship more useable for players, but it all depends on the Beta.

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The second unit is the Oracle. Built from the Stargate, this is one annoying psionic ship, unless you’re the one using it. Fast and agile, the first of its abilities can be very tricky for your enemies, called Entomb as it blocks mineral field to be harvested, killing the foe’s economy.

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Preordain on the other hand is a sort of scanning ability, allowing all Protoss to see unit and technologies being research by your enemies. Finally is the Cloack Field will bring down a barrier hiding units under the Oracle. Very effective for quick stealth action, or to survey your opponent’s field.

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To be used in full capacity, the Tempest will be the perfect right wing of an Oracle. A new sort of capital ship, the Tempest is a long range air-ground and air-air battleship, armed with a slow charging cannon (5 second required to arm it), that can be still effective against large enemies and buildings (Attack power of 49). Although not my personal pick, the Tempest can be deadly if topped with some Oracles, or when upgraded to a longer-range attack, allowing it to attack from further distances.



Now what about the Terrans? Although Wings of Liberty is their own game, the Terrans in Heart of the Swarm have also learned to make better use of their technology, bringing – almost – two new units and abilities, including the Warhound and my personal favorite, the Widow Mine.

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If you usually play with Vultures, you must know the Spider Mines, these little critters that jumps on sight at targets and explode, killing the unit and causing a splash damage area. But the problem with these, is that they were uncontrollable.

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That’s why, Widow Mines were invented. Each of the mine does 50 damage and additional 50 to armored units, being able to control them on the map, attacking precise enemies, and burrowing under the ground to prepare for an ambush.

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I’ve noticed that if used properly, you can push large hordes of Zergs to scatter around the map, to be able to flank them on the side. With a very low cost of production, these Widow Mines will be a perfect addition if they are nicely balanced in the final build.

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Now remember that I said almost two units were added? Well, the Warhound is technically a miniature version of the Thor. Since Thors are rather slow, and can be easily overwhelmed by large Zerg hordes, the Warhound was added to provide an alternative to an anti-mechanical weapon. They fire powerful missiles to mechanical units, perfect against Protoss, but ineffective against the hordes of biological Zerg power.

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Finally, Hellion got enhanced with a new transformation abilities like the Vikings, with a battle mode, boosting it’s hit points, and allowing it to throw fire attack in a semi-circle range, perfect to defend a siege. The Battlecruiser also will  receive a new ability called the Redline Reactor, to help it move faster on the field.

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That would be all fellow legions of Starcraft. Tune in soon, as we unveil the rest of our journey to discover Starcraft II: Heart of the Swarm expansion pack, with an exclusive interview with one of Blizzard’s key developers.


Ozimandus has been reviewing games and gadgets since 2003. He's not afraid of speaking his mind, and loves to share his love of everything geeky.

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