SC2 Week: Superweapon strategy

As part of our ongoing celebration of all things StarCraft, we're hosting a Starcraft smörgåsbord, with a different theme for each of the days leading up to and the week following SC2's release. This article is a part of the "Everything We Know About StarCraft Day", the first of the bunch, and is an online release of Dan Stapleton's musings on superweapons, including SC2's nuke, from the October 2008 issue's Strategy column.

mushroom cloud

I'm encouraged to see that StarCraft II's superweapons seem to lean more toward this kind of powerful-but-counterable design. According to some early numbers, the Terran's nuke power has been increased by around 60 percent, making it much more lethal than in the original (and you can stop it by detecting and killing the ghost spotter), and the Protoss Mothership is a potential base-killer if it gets close enough, but can be taken down without too much effort. In both cases, you'll have to make key strikes to destroy stealth detectors or anti-air defenses ahead of your superweapon attacks, rather than simply lobbing nukes in to destroy defenses. A well-defended base isn't easy to build, and shouldn't be so easily cracked.

That said, there's plenty of room in the RTS genre for both types of superweapons. In fact, when it comes to weapons of mass destruction, I find it's often a case of the more the merrier.

Five games I'm playing: S.T.A.L.K.E.R.; Space Siege; Sid Meier's Colonization (1994); Supreme Commander: Forged Alliance; Sins of a Solar Empire

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