Cut Features

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Development[edit]

Terran [edit]

In Wings of Liberty the Terran are characterized by mobility and good defense. Terran from the time in development were even more able to customize especially their base to become more of a dynamic race. With units like the Diamondback and the Firebat, they were able to deal a good amount of damage, quite fast. Reapers being able to utilize stim, early and midgame harass was one of the Terrans specialty. The famous Terran flagship, the Battlecruiser, was able to adjust its weapons to the enemy. But out of all that, bases were very dynamic. Sensor Towers, Tech Labs and Missile Turrets were able to Salvage just like Bunkers can now. And the Starport was capable of being upgraded to a Starbase - a building that was able to produce air units while flying. Even the heavy Thor was made on the battlefield by a SCV. Whole bases were capable of getting relocated almost without any harm.

Zerg [edit]

The Zerg, now known as a race with cheap units built in quantity, were the race that lost most upgrades and abilities but least amount of buildings. Their focus was on spellcasters, namely the Infestor, the Overseer and the mighty Queen. The Queen was able to morph, just like the Hatchery, into a better version with more features. In this case the ability to grant better static defense by making every Zerg building a possible defensive building. For that and many more abilities, Zerg was only able to get one Queen at a time, like the Protoss Mothership now. The other two spellcasters, the Overseer and especially the Infestor had way more and quite interesting abilities. Even with being able to turn enemy buildings and units into infested friendly units they had the power to turn seemingly lost battles against overwhelming enemies in seconds into an open-end fight or even in favour of Zerg.

Protoss [edit]

One thing that the Protoss from development have in common with the Protoss now, is that they have expensive, strong units. The powerful Protoss arsenal for units was the biggest of the three races, and they, too, lost a wide variety of abilities. Within their base they were able to choose from different versions of a Pylon, granting new options to support their economy and army. They lost crisp units like the Purifier with their special attacks and the Star Relic, an air unit with gamechanging abilities. Also their ultimate air unit, the Mothership, had way more options to decide the possible outcome of a game.

Overview[edit]

During the development of StarCraft II there were quite a few features that just didn't make it into the current version of SC2. This is an overview of those features.

Alpha[edit]

Buildings[edit]

Lurker Den[edit]

The Lurker Den was cut with the Lurker during the alpha stages. The Lurker Den was before known as the Deep Warren, but other than the name and a slightly changed model nothing drastically changed.

It was capable of being evolved from a Hydralisk Den and contained upgrades for the Lurker and the Hydralisk, both being able to be produced as well.

The Lurker Den allowed Hydralisk to be transformed into Lurkers.
Cost: Minerals 50 Gas 100 Game Speed ?
Defense: 850 Armor 1 (Armored, Structure, Biological)
Requirements:
Unlocked Tech:
Upgrades Available:

Merc Compound[edit]

The Merc Compound was a building found in the early alpha builds of StarCraft II, enabling the production of Reapers. The Merc Compound was first seen in Battle Report 2, but has since been scrapped as an unnecessary tech building. The Merc Compound is however featured in the Single player Campaign, where it is used for hiring Mercenaries.
Cost: Minerals 150 Gas 50 Game Speed 70
Defense: 1000 Armor 1 (Armored, Structure, Mechanical)
Hotkey:

V  M

Requirements:
Unlocked Tech:

Radar Tower[edit]

The Radar Tower was originally an upgrade of the Sensor Tower. It was a structure that automatically scanned for enemy units and buildings in its range. It also emitted an alarm as soon as enemy units where detected within its wide radius. Units appeared as a red exclamation mark on the map in fog of war. Radar Towers were also crucial for Missile Turrets since only Radar Towers were able to grant the Detector ability to them. Position and sensing radius where both visible for every player on the map. Although the initial Radar Tower was upgraded from a Sensor Tower, it got changed to fully replace it. The new version had the almost exact appearance and abilities as the Sensor Towers have now. It was renamed before the official Beta started.
Cost: Minerals 125 Gas 100 Game Speed 25
Defense: 500 Armor 1 (Armored, Structure, Mechanical)
Requirements:

Starbase[edit]

The Starbase was a Terran building, upgraded from a Starport. It was able to produce Terran air units while lifted off or flying. The Starbase was cancelled in early alpha stage of the game. It also had the ability Re-Arm which restored energy to a nearby unit. The Starbase still needed a Tech Lab (that still had the Salvage ability) to produce some units.
Cost: Minerals 200 Gas 200 Game Speed 34
Defense:  ? Armor 1 (Armored, Structure, Mechanical)

Phase Cannon[edit]

The Phase Cannon was originally the replacement for the Photon Cannon from Brood War. Not only was the name different but it also had a new special ability. It was able to change into energy form and relocate under the condition that it was within the power radius of a Pylon or Warp Prism. This transformation took three seconds. The Phase Cannon was also a Detector building. It got replaced by the traditional Photon Cannon before the Beta started.
Cost: Minerals 150 Gas 0 Game Speed 125
Defense: 500 Plasma Shield 125 Armor 1 (Armored, Structure)
Requirements:

Obelisk[edit]

The Obelisk was in the late alpha stages of StarCraft II but was removed upon release of the beta.

The Obelisk was essentially a more expensive Pylon, performing the same functions while also allowing for Protoss shield upgrades and, in certain builds, Proton Charge (allowing probes in a small aoe to collect one additional mineral per trip for 30 seconds), Shield Battery (recharging unit shields, just like Brood War's Shield Battery), and Argus Link (a sort of Shield Battery, but for energy).

The Obelisk was also once known as the Dark Pylon.
Cost: Minerals 200 Gas 0 Game Speed 70
Defense: 100 Plasma Shield 100 Armor 1 (Armored, Structure)
Hotkey:

B  B

Requirements:

Monolith[edit]

Similar to the Obelisk, the Monolith was version of a Pylon with some extra features. As the Obelisk lost its name Dark Pylon, the Monolith was originally known as the Dark Pylon. Early version were able to cloak nearby buildings; later this feature got removed in favour of the Null Shield. Also a different version of the Obelisk's ability to restore Protoss shield was discussed and tried out.
Cost: Minerals 150 Gas 0 Game Speed ?
Defense: 200 Plasma Shield 100 Armor 1 (Armored, Structure)
Energy:

200

Requirements:


Units[edit]

Lurker[edit]

Lurkers are a great support unit with a powerful lined splash attack when burrowed. It was a unit that got cut during the alpha stage of StarCraft II development. It was almost the same unit as in StarCraft: Brood War and would've been one of the few units that would remain untouched. Lurkers needed a Lurker Den to be transformed from Hydralisks Lurkers were only able to attack when burrowed. The Lurker still remains in the StarCraft II: Galaxy Map Editor and also appears in the Campaign of Wings of Liberty.

TypeGround Unit
DescriptionBurrowed Attacker
CostMinerals 50 Gas 100 Game Speed 33 Supply 3
AttributesBiological, Armored
Attack
Ground Attack:   15
Bonus:   +15 vs armored
Range:   6 (+3 Seismic Spines)
Cooldown:   3.08
Defense 200 Armor 1
HotkeyL
Cargo Size4

Infested Protoss[edit]

The Infested Protoss was a unit produced from an infested Protoss building, a Infestor ability. It was taken out of the game quite early due to conflicts with the ongoing campaign.
TypeGround Unit
DescriptionThe Infested Protoss deals moderate damage and lasts for 30 seconds.
AttributesBiological

Firebat[edit]


Firebats have a powerful flame attack that can damage multiple ground units in an area.

In the early stages of StarCraft II development the Firebat was still considered as a unit for the multiplayer part, even though got later replaced in favour of the Marauder and the Hellion. The Firebat was produced in a Factory and was a heavy infantry but still able to fit into bunkers and get healed by Medivacs.
TypeGround Unit
DescriptionHeavy Infantry
CostMinerals 100 Gas 25 Game Speed 30 Supply 2
AttributesBiological, Armored
Attack
Ground Attack:   8 (+1)
Bonus:   +4 vs light
Range:   2
Cooldown:   1.4
Defense 100 Armor 1 (+1)
HotkeyF
Sight25
Speed2.25
Cargo Size2
Strong Against
Weak Against

Diamondback[edit]

Fast, high-damage hovertank. Rail Gun can fire while the Diamondback is moving. The Diamondback was originally a multiplayer unit called "Cobra". The Cobra was able to shoot air and ground and was good at dealing damage vs Armored units. The Cobra had it's debut in Blizzards fourth inhouse alpha-match, the Battle Report #4 but never made it into public beta.
TypeGround Unit
DescriptionHovertank
CostMinerals 150 Gas 150 Game Speed 50 Supply 4
AttributesArmored, Mechanical
Attack
Ground Attack:   20 (+2)
Bonus:   +20 (+2) vs armored
Range:   6
Cooldown:   2
Defense 200 Armor 1 (+1)
HotkeyD
Sight25
Speed2.95
Cargo Size4
Strong Against
Weak Against

Purifier[edit]

The Purifer was a ranged infantry unit that rode a hovering platform and had the ability to increase the damage output of his weapon by killing units. The Purifier got canceled during alpha development. It was one of the very few units that was known only from StarCraft: Ghost. It was produced from a Gateway and needed a Twilight Council. The Purifier gained more damage output everytime he killed a bunch of units. It would've been the only unit that actively uses the kill count. In earlier stages the Purifier was also known as Soul Hunter
TypeGround Unt
DescriptionRanged Infantry
AttributesBiological, Armored
Strong Against
Weak Against

Star Relic[edit]

The Star Relic was an aerial support unit with offensive abilities. The Star Relic was capable of detonating in battles and originally had the Hallucination ability. It was able to change into stationary mode, much like the Warp Prism, and cloak nearby units and buildings in that condition. The Star Relic was warped in at a Stargate and required a Fleet Beacon. Early version had a much different model, although the very last version - before it got taken out of the game completely - were similar to its replacement, the Stasis Orb. A much changed version of the Star Relic appears in the Wings of Liberty campaign as Zeratuls ship.
TypeAir Unit
DescriptionSupport Unit
AttributesMechanical, Air

Reaver[edit]

The Reaver was a heavy, robotic siege unit. Like other Protoss units, the Reaver got taken out of the game before StarCraft II got into Beta. The Reaver was fully replaced by the Colossus because the Colossus required the same tech but was superior in mobility, hitpoints and needed less micro to handle.
TypeGround Unit
DescriptionMobile Artillery
AttributesMechanical, Armored

Tempest & Shuriken[edit]

.
The Tempest was the original replacement for Brood War's Carrier. It had a powerful shield against attacks coming from ground units and buildings, almost like the Immortal has Hardened Shield. Though it had weak defense against Air-to-Air attacks. The Tempest was able to produce little drones called Shuriken, small flying melee units similar to the Carriers Interceptor.

The Tempest got cancelled in favour of the original Carrier in the alpha stage of the game. It would've been one of a small amount of Protoss units (like the Stalker now) that would've had a "Dark Color Scheme".

The Shuriken was a robotic drone that produced by the Tempest. With the Tempest taken out of the game in favour of the Carrier, the Shuriken was replaced by the Interceptor. The Shuriken would've been the only air unit, that deals melee-damage
TypeAir Unit
DescriptionCarrier unit with powerful GtA shields and melee-drones
AttributesMechanical, Armored
TypeAir Unit
DescriptionMelee Drone
AttributesMechanical, Armored

Stasis Orb[edit]

The Stasis Orb was a Protoss unit that could slow down enemy units by attacking them. The Stasis Orb had no active abilities to use and was taken out in early alpha. It was the replacement for the Star Relic and got later replaced by the Nullifier which become known as Sentry.
TypeGround Unit
DescriptionSupport Unit
CostMinerals 75 Gas 50 Game Speed 33 Supply 2
AttributesMechanical
Defense 40 Plasma Shield 40 Armor 0
HotkeyO

Abilities[edit]

Hydralisk[edit]

Morph to Lurker
Minerals ?
Gas ?
Morphs the selected Hydralisk into a Lurker.


Infestor[edit]

Dark Swarm
Energy ?
Range: ?
Creates a smokescreen for units to hide under, protecting them from ranged attacks.


Infestation
Energy 150
Hotkey: F
Enables Infestors to taint structures, disabling them for 20 seconds and spawning infested units from them.


Fungal Scourge
Energy ?
Range: ?
This ability infests a single non-massive unit, causing it to take damage until it dies explosively (causing splash damage to nearby units).


Disease
Energy ?
Range: ?
Does 100 damage to units in an area but does not actually kill units.


Plague
Energy ?
Range: ?
Sprays all units and buildings in a 3 x 3 target area with spores that inflicts 25 damage per second for a maximum of 295 damage. Plague will not kill or destroy affected units and buildings leaving at least 1 hit point. Plague does not drain shields but will affect the hit points underneath regardless of shield strength. Affected cloaked units will be revealed.


Overseer[edit]

Excrete Creep
When selected, the Overseer will create Zerg creep beneath it.


Slime
Energy ?
Drops a non-attacking slime creature, temporarily disabling resource nodes and xel'naga towers. The slime can be attacked and removed by other forces. The creature must be killed before the minerals can be accessed again.


Create Nydus Worm
Energy ?
This ability lets the Overseer create a single Nydus Worm. Requires a finished Nydus Network.


Spore Cloud
Energy ?
Range: ?
Creates a Spore Cloud, which covers an area, blocking line of sight for a period of time. Units above the fog can see over and into it.


Acid Spores
Energy ?
Range: ?
Casted on a unit, it increases damage taken by enemy units by 5.


Reaper[edit]

D8 Charge
Cooldown: 20 s
Reaper's timed explosives that deals 30 (+30 to armored) area damage.


Range: Self-Cast
Duration: 15 s
Hotkey: T
Increases the movement speed and firing rate by 50% at the cost of 10 HP for a Marine or 20 HP for a Marauder.


Raven[edit]

Defensive Matrix Field
Energy ?
Hotkey: D
Defensive Matrix Field creates a damage suppression field at target location which reduces all incoming damage by 50%.


Battlecruiser[edit]

Plasma Torpedos
Energy ?
Range: ?
Powerful Air to Ground attack, effective against groups of Light units.


Sensor Tower[edit]

Hotkey: V
Destroys the building and returns 75% of its cost. Cannot be cancelled once activated.
Upgrade to Radar Tower
Minerals ?
Gas ?
Transforms the Sensor Tower into a Radar Tower.


Missile Turret[edit]

Hotkey: V
Destroys the building and returns 75% of its cost. Cannot be cancelled once activated.

Tech Lab[edit]

Hotkey: V
Destroys the building and returns 75% of its cost. Cannot be cancelled once activated.

Mothership[edit]

Planet Cracker
Energy 125
Duration: 15 s
Radius: 2.5
Hotkey: C
Deals massive damage to an area directly below the mothership's position over a period of time. It has no effect on air units.


Recharge Energy
Energy -
Hotkey: E
Recharges the energy of a friendly unit.


Time Bomb
Energy 100
Duration: 30 s
Hotkey: T
Time Bomb slows down enemy unit movement and attacks in the area of effect. This ability has no effect on beam weapons. When the Time Bomb collapses, failed ammunition falls to the ground.


High Templar[edit]

Plasma Surge
Energy 75
Range: ?
Restores 50 shield points of all friendly Protoss units in an area of effect.


Phoenix[edit]

Overload
Special attack that deals bonus damage over a short time to 8 Air units. After Overload finishes the unit will be unpowered for another 6 s


Tempest[edit]

Build Shuriken
Minerals 25
Hotkey: I
Allows the Tempest to build up to 8 Shuriken that are automatically released when an enemy is detected.


Monolith[edit]

Shield Generation
Energy 1/1
Restores Protoss shields.


Energy -
Transfers energy from the Monolith to an energy-using Protoss unit.


Null Shield
Energy 50
Range: ?
Cloaks a unit for a short time.


Proton Charge
Energy 50
An area of effect ability which allows a group of Probes to gather one more mineral per trip for a short time by enhancing their proton-cutters. It only directly enhances their ability to harvest minerals. The duration doesn't stack when used multiple times, but casting it again will renew the duration.



Upgrades[edit]

Ultralisk[edit]

Cleaving Talons
Minerals 150     Gas 150     Game Speed 80
Researched from: Ultralisk Cavern
This upgrade gives Ultralisks splash damage.

Hydralisk[edit]

Minerals 150     Gas 150     Game Speed 100 Hotkey: A
Researched from: Hydralisk Den
Requires: Lair
Hydralisks move 25% faster off creep.

Lurker[edit]

Seismic Spines
Minerals 150     Gas 150     Game Speed 80
Researched from: Lurker Den
Increases the range of the Lurkers attack from 6 to 9, giving it siege range.

Viking[edit]

Jotun Boosters
Minerals 100     Gas 100     Game Speed 110
Researched from: Tech Lab
Increases the range of Viking anti-air attacks by 2.

Colossus[edit]

Null Flux Generator
Minerals 200     Gas 200     Game Speed ?
Researched from: Robotics Bay
Enhances the defensive qualities of a Colossus' shield.

Beta[edit]

Closed Beta[edit]

Infestor[edit]

Siphon Life
Energy ?
Range: ?
The Infestor targets a single unit or structure (even flying ones), draining it of 4 hit points per second and gaining half that back in energy. The ability is channeled and can be autocasted.


Battlecruiser[edit]

Defensive Matrix
Energy 100
Cooldown: 20 s
Duration: 20 s
Hotkey: D
Battlecruiser's shield lasts 20 seconds or until it has absorbed 200 damage.
Missile Barrage
Energy 150
An AoE weapon which deals heavy damage to air units. It does not damage friendly units.


Patch 0.3.0[edit]

Mothership[edit]

Temporal Rift
Energy 50
Duration: 30 s
Slows all movement speed, attack speeds and ability cast times by two thirds.


Wormhole Transit
Energy 25
Hotkey: T
The Mothership can instantly travel to a Protoss building. The ability only works on fully constructed buildings.


High Templar[edit]

Phase Shift
Energy 50
Hotkey: E
The High Templar can temporarily banish an enemy unit from play. A phased unit cannot be targeted nor can it attack.


Patch 0.16.0[edit]

Infestor[edit]

Peristalsis
Minerals 100     Gas 100     Game Speed 80 Hotkey: P
Researched from: Infestation Pit
Burrowed Infestors move faster.

Roach[edit]

Organic Carapace
Minerals 150     Gas 150     Game Speed 110 Hotkey: O
Researched from: Roach Warren
Greatly increases Roach regeneration by +10 hit points per second.

Ultralisk[edit]

Anabolic Synthesis
Minerals 150     Gas 150     Game Speed 110 Hotkey: A
Researched from: Ultralisk Cavern
Increases Ultralisk movement speed to 2.9375 (+0.6875).

Patch 0.19.0[edit]

Infestor[edit]

Energy 25
Range: 9
Duration: 30 s
Frenzy affects a friendly, biological unit, boosting all its damage values by 25% as well as making it immune to stun, slow, snare or mind control for a duration of 30 seconds.


Overseer[edit]

Caster: Infestor
Energy 25
Range: 9
Duration: 30 s
Hotkey: T
Spawns an Infested Swarm Egg, which takes 5 seconds to hatch and has 70 health. An Infested Terran has 50 health, lives for 30 seconds and has a ranged attack.


Wings of Liberty[edit]

Patch 1.1.0[edit]

Ultralisk[edit]

Ram
Range: 1
The Ultralisk performs a powerful attack against structures. The attack deals 75 (+5) damage with a cooldown of 1.67.


Patch 1.2.0[edit]

Void Ray[edit]

Minerals 150     Gas 150     Game Speed 80 Hotkey: F
Researched from: Fleet Beacon
Increases the Void Ray's movement speed by 0.703 and its acceleration by 0.6875.

Patch 1.3.0[edit]

High Templar[edit]

Minerals 150     Gas 150     Game Speed 110 Hotkey: K
Researched from: Templar Archives
Gives High Templar 25 more starting energy.

Patch 1.4.0[edit]

Baneling[edit]

Damage: 80
Hotkey: C
The Baneling detonates against a structure for 80 damage. Right-clicking a structure will accomplish this automatically. Can be set to auto-cast.

Patch 1.5.3 BU[edit]

Raven[edit]

Minerals 150     Gas 150     Game Speed 110 Hotkey: R
Researched from: Tech Lab
Allows Ravens to use the Seeker Missile ability.

Heart of the Swarm[edit]

Alpha[edit]

Replicant[edit]

Official Blizzard description: Replicants have one ability: to transform itself into any non-massive unit. They're expensive, so cloning a Zergling would not be very cost effective, but transforming into a specialized unit like a Raven, Infestor, or Siege Tank could open up interesting strategic options for the Protoss.
This was one of the new units for Heart of the Swarm, revealed during BlizzCon 2011. It was cut of the expansion in April 2012, because it was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.[1]
ProtossReplicant
TypeGround Unit
CostMinerals 200 Gas 200 Game Speed 30 Supply 4
AttributesMechanical, ?
Defense 60 Plasma Shield 60 Armor ?
Hotkey?
Sight?
Speed?

Shredder[edit]

This was one of the new units for Heart of the Swarm, revealed during BlizzCon 2011. In April 2012, Blizzard announced that the Shredder wouldn't be kept in the final version of the game, since it was perceived as very confusing for the players. It was indeed used to kill a large number of workers with little to no warning, and rarely for its intended role of map control.[2]

Official Blizzard description: "The Shredder is a new unit built from the Factory that allows the Terran player to control the battlefield. In its mobile form, the Shredder has no attack -- but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off."
TerranShredder
TypeGround Unit
CostMinerals 150 Gas 150 Game Speed ? Supply ?
AttributesMechanical, ?
Attack
Ground Attack:   20
Ground DPS:   20
Range:   ?
Cooldown:   ?
Defense 180 Armor ?
Hotkey?
Sight?
Speed?

Beta[edit]

Balance Update #2[edit]

Warhound[edit]

One of the new Mechanical units from the Factory, and was originally planned as the spiritual successor to Goliath and the Thors replacement; but was fashioned as an anti-mechanical unit at Heart of the Swarm's Beta. Also, having high health and movement speed this unit is great for Hit & Away tactics, so long as it is not destroyed the instant it comes into another unit's range.

Initially, when Heart of the Swarm was revealed, the Warhound was planned as the replacement for the Thor, having the same splash Light-damage attack versus air units and a strong attack against Mechanical units. But developers ended up opting for a more anti-ground focus with Haywire Missiles instead.
TerranWarhound
TypeGround Unit
CostMinerals 150 Gas 75 Game Speed 45 Supply 2
AttributesArmored, Mechanical
Attack
Ground Attack:   23
Ground DPS:   13.53
Range:   7
Cooldown:   1.7
Defense 220 Armor 1 (+1)
Hotkey?
Sight11
Speed2.8125
Cargo Size4
Strong Against
Weak Against

Oracle[edit]

Preordain
Caster: Oracle
Energy 50
Range: 8
Duration: 60 s
Hotkey: C
Causes an enemy structure to grant vision for 60 seconds and display what it's constructing when selected.



References[edit]

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