The fun in singleplayer RTS is in figuring out the right combination of soldiers to send forward, and how best to neuter the opposition. None of these objectives can be completed by simply selecting everyone and sending them forward, nor would that solution be fun. All the while, the mothership is vapourising infected colonists. Or there's a last-ditch defence of a planet marked for extermination, where a Protoss mothership can only be shot down once you've defeated three powerful bases. When you can finally afford the bribe, their unstoppable regiments are turned over to your control. And then there was the race for resources where I was fighting over mineral patches and scrap metal to buy off a vast mercenary army. I've enjoyed nearly every mission, including a raid on a prison planet that played out like a beginner's version of Defence of the Ancients: you control a single overpowered hero while waves of basic marines throw themselves at the defences. The zombie mission might be a standout, but it's not alone. You can see the effort and thought that has gone into every little model, every tiny animation. And when the sun bursts through, the poor zombie souls flail and wave as they roast alive. The same zergbie humans are burnt to a crisp when the sun rises the next morning: that's your cue to push out with Hellions – buggies with roof-mounted flamethrowers – to torch the remnants of the infested colony.Īs the sun sets and rises every five minutes, there's a gorgeous transition, each little soldier casting a long purple shadow. Holding out means building bunkers and filling them with Firebats and Marines, and praying they hold. Early on, you're asked to defend a colony from infestation: hundreds of Zerg-infected humans and marines will shamble towards your gates at night. 27 missions, each lasting 30-45 minutes, each containing a unique twist or idea that raises it above a simple base push. StarCraft II shows us how it's meant to be done. Real-time strategy games have been killing the genre with this lack of imagination. For years now, RTS campaigns have repeated the same simple formula: secure a base, ramp up production by harvesting local resources, hold the fort until you've got a walking ball of death, and then burst through any defences. ↑ 2010, Starcraft 2: Zerg Hydralisk.The tech each side brings to the party might be advanced, but in singleplayer you expect its application to be unsophisticated.Machinima / Starcraft II Gameplay: Protoss Siege (Beta Game Footage Video). ↑, StarCraft II: Heart of the Swarm - Battle Report (Protoss vs Zerg).HYDRALISK HAS MELEE ATTACK!!! (seriously). It really is the melee attack animation. :) But the damage is the same with the range attack. Burrowing for a short time will cause the void ray's attack to lose its charge, then resume attacking is the best tactic against void rays. Hydralisks can excel against void rays, given the starship's weakness to mass units. A combination of roaches and hydralisks can defeat a combo of zerglings and mutalisks. Hydralisks work well paired with roaches, the hydralisks dealing damage while the roaches absorb it. With a lurker den constructed, hydralisks can morph into lurkers, becoming a powerful siege attacker. The melee attack is not cosmetic, as it has the advantage of not triggering point defense drone lasers and not being affected by sentry's guardian shield. Hydralisks have a melee attack in addition to their normal ranged attack, but it does the same damage as the ranged attack. Hydralisks are also weak to units that do splash damage, such as siege tanks, hellions, hellbats, banelings, lurkers, and colossi. They are, however, relatively fragile and are inefficient against large numbers of armored units. Hydralisks in large numbers also counter phoenixes. ![]() Hydralisks counter mutalisks and banshees.
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