Starcraft Patch 1.18a
Mar 27, 2017 19:05:29 GMT
Post by Deleted on Mar 27, 2017 19:05:29 GMT
So on Thursday, Starcraft and Brood War will be made free to play for anyone who is interested in playing it. This is pretty big news for anyone who has played Starcraft before, but it is also worth noting that this is also because of Patch 1.18a. The last time Starcraft was patched was in 2009. A lot of old school gamers (me included) are itching to get started and indeed some of us are practicing to start our Roflstomp, but some of you who have never touched Starcraft but are somewhat interested in it may need to know what to expect out of the game. After all, while this game definitely redefined the standard RTS in its day, it's best to know where to start, especially if you are coming from Starcraft 2.
Much like Starcraft 2, there are three races to play, each race has it's own strengths, weaknesses, and unique playstyles. However, there are a few differences that I would like to point out from SC2 as opposed to how SC1, and these are changes that Blizzard Classic have stated that are NOT going to be changed. That's right... everything that you read here that you think is wrong is not as per Blizzard, and there will not be a patch for this because this is very simply something that is meant to cater to the fans that have played the game from '98 onwards. If you don't like these changes, go back to Starcraft 2.
-There is no automining like there is in SC2. This means that worker units will not automatically run over to the nearest mineral patch, rally point or not, and start harvesting resources. You have to do it manually, even the 4 starting ones that you get from the start of the game. Likewise, there is no autorepair/autobuild. Nothing in SC1 is automatic; if you have a work idling, you better fix it yourself.
-There is an inherent 12 unit control group and selection limit. This was a design choice from the beginning of the game, and this means that there are no balls of death running around the map, whether Terran, Protoss, or (thank God) Zerg.
-Buildings can still be placed in a control group; however you are limited to 1 building in a control group only. This means that you have to manually go to each building and queue your units instead of having a super button that links all of your barracks so you can "Spawn Marine" 900 times with only 2 buttons. We grew up with it, and being able to keep a constant army going is a skill for us, and again, Blizzard doesn't intend to change it in the Remastered version as well as in patch 1.18a.
These three things drastically change the game by themselves, however, each race has it's own changes, so before I get into it, let me give you all a primer on the three groups and what they are good and bad at.
-Terran: Terrans are the Human race in Starcraft. Terrans are viewed as Micro-heavy, being able to use their units to counter any type of strategy relatively easier than other factions can. Terrans offer the ability to build buildings anywhere (provided the terrain allows it), the ability to lift buildings off the ground to fly them towards better strategic areas, and rely on synergy between units to win matches. The most well known units of Terran are Marines, Medics, Vultures, Siege Tanks, and Science Vessels. Terrans are suited for defensive and synergistic plays, and matches are more often then not won by sheer cost effectiveness; Terrans lack the ability to handle numerous problems at once, and while their units are cost effective, they don't have cheap buildings, and their buildings catch on fire when on critical health, leading them to eventually destroy themselves if not repaired. In addition, Terrans need that Synergy to push ahead; if that is broken, a decisive battle for Terran becomes a massacre.
--Note in Starcraft, Terrans do not have access to Planetary Fortresses and Supply Depots do not have the ability to lower themselves as an easy wall-off option. In addition, Terran build their Medics from a Barracks (with a Tech Lab attached) as opposed to a Starport (as they were Medievacs)
-Protoss: Protoss ('toss) are one of the two Alien Races in Starcraft which emphasis both Macro and Micro. Protoss are known for having extremely powerful units, most of which have high damage or mobility (or both with upgrades) and always a shield that regenerates itself for (usually) half of the units health. Even the Protoss Buildings have Shields as well as the ability to self-build, giving a Protoss player an additional chance in defending bases or critical structures. These traits alone give Protoss a reputation for being the easiest race to play. However, it should be noted that all things come at a price. For starters, Protoss units are often more expensive then the Terran or Zerg counterpart, often costing more minerals/gas as well as extra supply. In addition, Protoss buildings have a minor requirement in that (with the exception of the Nexus) all buildings must be built in proximity to a Pylon* to provide power to that building, and Protoss buildings that lose their pylon are shut down until a new pylon is built in Proximity. In addition, the builder unit (Probes) are weaker than Terran or Zerg counterparts.
--In SC2, the Protoss are known for being able to "warp in" units to a source of power. This is not the case in SC1. Protoss also cannot overcharge pylons or Chronoboost their buildings meaning being quick and efficient in the early game is just as important as ever.
*It is worth noting that Pylons provide power, and as such do not need to be in close proximity to another pylon to work. That is incredibly silly. However, while Pylons can provide power to a nigh-unlimited number of buildings (space permitting), there is a kind of "pylon" that is considered bad play called an "Artosis Pylon". This is a single pylon that is used to provide power to 4-6 buildings and when it is destroyed is nearly the equivalent of destroying or disrupting those buildings. Don't do it.
-Zerg: Zerg is the other Alien Race in SC, which heavily emphasize Macro as opposed to Micro. Zerg are interesting in that their core building generates Creep, a substance that spreads and allows Zergs to build their buildings, as well as deny their opponents the ability to build buildings while the creep is present on the desired build site; in addition the core building generates Larvae, which (provided the player has a building that allows it) enable Zerg to build their units as opposed to a Barracks or a Gateway. Zerg are also interesting in that Buildings are not built like SCVs, but are not quite warped in like Protoss. A builder unit is chosen to "build" the desired building, and then when the builder reaches the desired site is "morphed" (sacrificed). Zergs strengths are numbers: units are significantly cheaper for Zerg when compared to Terran and Protoss, but while they have numbers and speed as their chief advantage, they do not have endurance and can often be used for hit and run "harassment" attacks until they feel ready to make a push.
--In SC2, Creep provides a speed bonus to any Zerg (including opposing Zerg) that is on it, and is intended to be a resource that is strategic. In SC1, Creep is used primarily to build buildings, and Queens do not have the ability to force a Hatchery to create 3 larvae in SC1 as they do in SC2.
SC: BW is a hard game, and one that a lot of people, including me, adore to no end. If you are interested in playing, Blizzard will release v1.18a Thursday, and I am willing to help other players if needed.
Much like Starcraft 2, there are three races to play, each race has it's own strengths, weaknesses, and unique playstyles. However, there are a few differences that I would like to point out from SC2 as opposed to how SC1, and these are changes that Blizzard Classic have stated that are NOT going to be changed. That's right... everything that you read here that you think is wrong is not as per Blizzard, and there will not be a patch for this because this is very simply something that is meant to cater to the fans that have played the game from '98 onwards. If you don't like these changes, go back to Starcraft 2.
-There is no automining like there is in SC2. This means that worker units will not automatically run over to the nearest mineral patch, rally point or not, and start harvesting resources. You have to do it manually, even the 4 starting ones that you get from the start of the game. Likewise, there is no autorepair/autobuild. Nothing in SC1 is automatic; if you have a work idling, you better fix it yourself.
-There is an inherent 12 unit control group and selection limit. This was a design choice from the beginning of the game, and this means that there are no balls of death running around the map, whether Terran, Protoss, or (thank God) Zerg.
-Buildings can still be placed in a control group; however you are limited to 1 building in a control group only. This means that you have to manually go to each building and queue your units instead of having a super button that links all of your barracks so you can "Spawn Marine" 900 times with only 2 buttons. We grew up with it, and being able to keep a constant army going is a skill for us, and again, Blizzard doesn't intend to change it in the Remastered version as well as in patch 1.18a.
These three things drastically change the game by themselves, however, each race has it's own changes, so before I get into it, let me give you all a primer on the three groups and what they are good and bad at.
-Terran: Terrans are the Human race in Starcraft. Terrans are viewed as Micro-heavy, being able to use their units to counter any type of strategy relatively easier than other factions can. Terrans offer the ability to build buildings anywhere (provided the terrain allows it), the ability to lift buildings off the ground to fly them towards better strategic areas, and rely on synergy between units to win matches. The most well known units of Terran are Marines, Medics, Vultures, Siege Tanks, and Science Vessels. Terrans are suited for defensive and synergistic plays, and matches are more often then not won by sheer cost effectiveness; Terrans lack the ability to handle numerous problems at once, and while their units are cost effective, they don't have cheap buildings, and their buildings catch on fire when on critical health, leading them to eventually destroy themselves if not repaired. In addition, Terrans need that Synergy to push ahead; if that is broken, a decisive battle for Terran becomes a massacre.
--Note in Starcraft, Terrans do not have access to Planetary Fortresses and Supply Depots do not have the ability to lower themselves as an easy wall-off option. In addition, Terran build their Medics from a Barracks (with a Tech Lab attached) as opposed to a Starport (as they were Medievacs)
-Protoss: Protoss ('toss) are one of the two Alien Races in Starcraft which emphasis both Macro and Micro. Protoss are known for having extremely powerful units, most of which have high damage or mobility (or both with upgrades) and always a shield that regenerates itself for (usually) half of the units health. Even the Protoss Buildings have Shields as well as the ability to self-build, giving a Protoss player an additional chance in defending bases or critical structures. These traits alone give Protoss a reputation for being the easiest race to play. However, it should be noted that all things come at a price. For starters, Protoss units are often more expensive then the Terran or Zerg counterpart, often costing more minerals/gas as well as extra supply. In addition, Protoss buildings have a minor requirement in that (with the exception of the Nexus) all buildings must be built in proximity to a Pylon* to provide power to that building, and Protoss buildings that lose their pylon are shut down until a new pylon is built in Proximity. In addition, the builder unit (Probes) are weaker than Terran or Zerg counterparts.
--In SC2, the Protoss are known for being able to "warp in" units to a source of power. This is not the case in SC1. Protoss also cannot overcharge pylons or Chronoboost their buildings meaning being quick and efficient in the early game is just as important as ever.
*It is worth noting that Pylons provide power, and as such do not need to be in close proximity to another pylon to work. That is incredibly silly. However, while Pylons can provide power to a nigh-unlimited number of buildings (space permitting), there is a kind of "pylon" that is considered bad play called an "Artosis Pylon". This is a single pylon that is used to provide power to 4-6 buildings and when it is destroyed is nearly the equivalent of destroying or disrupting those buildings. Don't do it.
-Zerg: Zerg is the other Alien Race in SC, which heavily emphasize Macro as opposed to Micro. Zerg are interesting in that their core building generates Creep, a substance that spreads and allows Zergs to build their buildings, as well as deny their opponents the ability to build buildings while the creep is present on the desired build site; in addition the core building generates Larvae, which (provided the player has a building that allows it) enable Zerg to build their units as opposed to a Barracks or a Gateway. Zerg are also interesting in that Buildings are not built like SCVs, but are not quite warped in like Protoss. A builder unit is chosen to "build" the desired building, and then when the builder reaches the desired site is "morphed" (sacrificed). Zergs strengths are numbers: units are significantly cheaper for Zerg when compared to Terran and Protoss, but while they have numbers and speed as their chief advantage, they do not have endurance and can often be used for hit and run "harassment" attacks until they feel ready to make a push.
--In SC2, Creep provides a speed bonus to any Zerg (including opposing Zerg) that is on it, and is intended to be a resource that is strategic. In SC1, Creep is used primarily to build buildings, and Queens do not have the ability to force a Hatchery to create 3 larvae in SC1 as they do in SC2.
SC: BW is a hard game, and one that a lot of people, including me, adore to no end. If you are interested in playing, Blizzard will release v1.18a Thursday, and I am willing to help other players if needed.