Hydralisk

dash1ra

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have you guys seen the new hydralisk death animation? they just pop into a bloody mess no body parts or anything. i dont think that would be the final animation....?
 

B~E

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So the hydralisk's new stats are; 100 mineral, 100 gas, have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. Available at the Lair, and the upgrades for speed and range are no longer necessary, the hydralisk now got it at the start.

So now, for the Zergs, the hydralisk will fill the role the Goliath had for the terran, that is, the main anti-air support. I doubt this will work well, for the Goliath was stronger and cheaper than the current hydralisk, and was already barely used at all.

I prefered the hydralisk when it was good all-around. You cant mass produce a unite that cost 100 of gaz, but thats got only 80hp and no armor. Having it specialised against air makes me sceptical. And now, the only anti-air unit is available at the Lair, meaning that mutalisk rush will become even more dangerous in ZvZ games.

StarCraft: Legacy StarCraft II Exclusive Q&A with Karune

Recently StarCraft: Legacy partook in StarCraft's 10 Year Anniversary: "I <3 SC" Contest sponsored by Blizzard. Because we sucessfully acquired 50 unique submissions we were awarded an exclusive Q&A batch. From our 20 question submission 8 have been answered:


Quote:
1) What is the current state of the Hydralisk? The current stats we have are tier 2-2.5, 100 minerals, 75 gas, 80-90 HP, and 8-10 dmg with no special abilities. Compared to the Roach, the Hydralisk appears inferior in every way, with it's only saving grace being GTA capability. However, because the Mutalisk is in the same tier, only slightly more expensive, and it can fly, the Hydralisk appears to be almost useless for such an iconic unit. (sclegacy.com)

Actually, the Hydralisk has since been boosted up quite a bit in terms of damage. They currently have 80 hit points and have a ground attack of 13 + 3 versus armored and an air attack of 12 + 5 versus armored. The Hydralisk also has a range of 6 and moves at a ‘fast’ speed, with no need to upgrade with the speed bonus anymore. Roaches on the other hand, only have an attack of 10, half the Hydralisk’s range, and is slower to move as well. The new damage the Hydralisk is able to put out now makes it very dangerous, as Zerg players will be able to take out buildings with a pack of Hydras, with only a few volleys (same goes to Battlecruisers!). Nonetheless, they are extremely weak at 80 hit points, and thus need to always be protected. The new cost for Hydralisks are also 100 minerals and 100 gas.


2) How does Anti-Gravity work on Zerg buildings since they're organs intrinsically a part of the creep? They are essentially part of the creep. Do they lose health? Also, how does it affect burrowed units? Will they go back to being burrowed or not? (sclegacy.com)

Zerg buildings will not take damage when they are lifted. Burrowed units lifted will become burrowed again when the ability finishes.

3) With the Thor back to having both anti-air and anti-ground attacks, will he be capable of discharging both weapons simultaneously at a Colossus? Or will only the stronger attack affect it? If it is only the stronger attack, is that dynamically chosen by the game? (sclegacy.com)

Any unit with both ground and air attacks will attack the Colossus with the stronger of the two attacks, but not with both.

4) With the Medivac being a late-game tech, are Terran infantry impaired against the other two races in early to mid-game? (sclegacy.com)

No, Terran is actually quite strong early game for a few different reasons. One, their tier 1 unit is ranged and is thus excellent at defending cliffs without being able to be countered without sight. Two, the new supply depots are excellent at building the perfect barricade in early game. Three, Marauders are very tough and are excellent at winning heavy micromanaged battles, preventing units from reaching your Marines.


5) Does the Ghost's EMP Grenade ability function any differently from the Science Vessel's EMP ability from StarCraft Vanilla? (sclegacy.com)

Nope, the EMP currently works the same as the EMP from the original StarCraft.

6) What special abilities, in the current build, can be cast from inside a bunker? Can a nuke be called down? (sclegacy.com)

In a bunker, units will be able to use Stim Pack, call down Nukes, Sniper, and use EMP.

7) Does the Jackal's attack damage friendly units and/or have AoE capabilities? (sclegacy.com)

The Jackal’s attack will only damage enemy units in its area of effect. Technically, it will target a set unit and all units in that line of fire will take damage.

8) The Zerg do not seem to have equal air power compared to the other two races. The Protoss have Carriers and Warp Rays; the Terrans have BCs. While the Mutalisk makes a great harassment unit, they simply cannot stand up to significant firepower. Corruptors and Swarm Guardians are strong in their respective fields, but they lack a single unit that can attack both air and ground well. This suggests that air units will be limited to defense and support for a primarily ground based army. The other two races seem more able to have a well-rounded primarily air-based army. Is this the case, and if so, will anything be done to give the Zerg stronger air options? (sclegacy.com)

Zerg currently has the most powerful anti air unit in terms of damage per second, which is the Hydralisk. Furthermore, while the Mutalisks are not the stronger aerial fighter, they do have flexibility, being able to morph into Swarm Guardians for that additional ground damage and range when needed. Corruptors, in mass groups are also one of the most powerful air to air units, especially considering every unit you kill, makes the battle turn even more into your favor. While we have experimented with other types of Zerg air units, there are no plans to introduce any of them to the multiplayer version of the game.
Karune has divulged alot of Zerg gameplay information as a precursor to the Blizzard Worldwide Invitational. Be sure to check SC:L during the WWI for the best coverage on the net!

StarCraft: Legacy would like to thank all of our members who helped us by sending in their pictures and question submissions and Karune for taking the time to answer our questions.
 

dash1ra

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go look at the video on this page and tell me the death animation for the hydralisk isnt crappy.
 

Darkmatter

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Goliath's fired slower, moved slower, and couldn't be massed as well as hydralisks though. You could take 4 groups of hydralisks and rape air units, since they fire so fast and do a good amount of damage it really didn't matter what kind of air you used against them. Maybe they needed a little balance since every other race is getting new units to balance stuff out here.
 

Ntrik_

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Goliath's fired slower, moved slower, and couldn't be massed as well as hydralisks though. You could take 4 groups of hydralisks and rape air units, since they fire so fast and do a good amount of damage it really didn't matter what kind of air you used against them. Maybe they needed a little balance since every other race is getting new units to balance stuff out here.

how were goliaths underused? I massed them whwenver i went factory build for terran along with tanks and vultures, they ****ing owned.
 

dash1ra

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The game isn't close to being finalized. If anything, death animations are secondary concerns to making the game fun.
I disagree. the death animation in the first one made the game better. would you like sc1 if every single unit died the same way? i wouldnt. I wanna see some gore when zerg die in sc2
 

Emperor Pan I

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I disagree. the death animation in the first one made the game better. would you like sc1 if every single unit died the same way? i wouldnt. I wanna see some gore when zerg die in sc2
I don't care if SC had every unit spout fountains of blood and guts spilled over the floor if it ment the actual gameplay suffered for it.

Yeah the edit/quote button keeps getting me mixed up.
 

dash1ra

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I don't care if SC had every unit spout fountains of blood and guts spilled over the floor if it ment the actual gameplay suffered for it.

Yeah the edit/quote button keeps getting me mixed up.
ha. well i dont think the gameplay would suffer if they had some nasty death animations.
 

lemonkid

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If hydralisks will only be used for Anti-Air or Pro Anti-Air then i'm going to miss the old hydralisks. They must add a Time Machine.
 

electricmole

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a time machine to play back sc1? well they are both different games you can always play the original hydralisk in sc1.

and different death animation for the hydralisk or the zerg race overall is a must. if a marine has multiple death animation in sc2 a biological race like the zerg should certainly need it also coz its makes more sense.

the hydralisk should have its body parts flying away on different locations when it gets blast by a siege tank. if its killed by a zealot/dark templar a part of the body like the head should be cut off.
 

Aurora

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*bump*

The Hydralisk now has a melee attack for when it gets close to an enemy. When in range of any enemy ground unit, it will use its claws to slash the opponent.

The attack strength and speed stay the same as when attacking ranged. It is purely a visual update. Eyecandy if you want.
 
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