The following section contains information from a previous version of StarCraft II which is no longer valid.
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The battlecruiser was deemed to be an essential unit from StarCraft and as such, it was deemed that it should return for its sequel.[1] However, the battlecruiser was rarely seen in competitive StarCraft matches, while StarCraft II was to be designed specifically around skill-based e-sports. Dustin Browder and David Kim looked for ways to replace the battlecruiser because of this, but had no luck. The battlecruiser was considered so iconic that making the unit smaller or faster would change its identity.[2]
The battlecruiser used to fire multiple laser bolts,[3][4] each inflicting low damage.[5] This attack could only target one unit,[6] but once a target was dead, the rest of the blasts immediately moved to the next target,[7] thus wasting no attack on any already-dead target. Battlecruisers could be seen firing individual shots when they were first revealed,[8] before firing 8-laser volleys shortly after.[9]
Abilities[]
The battlecruiser's abilities have undergone some changes in development, such as replacing its Plasma Torpedo ability with a Missile Barrage ability by June 2008.[6] This was changed as the plasma torpedoes did splash damage, thus overlapping with the role of the siege tank.[10] Both Plasma Torpedoes and Missile Barrage were effective against Light units.[6]
- Plasma Torpedoes: An area-of-effect air-to-ground weapon which dealt damage over time[11] and was effective against weak swarming units (like marines and zerglings).[12] It added multiple small barrels to the front of the ship's hammerhead.[13]
Abilities Removed By Beta[]
A battlecruiser will have the choice of being upgraded with either the Yamato Cannon, the Missile Barrage attack, or the Defensive Matrix, but cannot have more than one. Once one has been chosen, the battlecruiser may not switch.[15][11] The upgrades are made individually (by selecting the battlecruiser).[16] Upgrading the battlecruiser is very quick.[17]
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The weapon options other than the Yamato Cannon were removed from multiplayer by the beta. Blizzard found players rarely used the other options, and so they needlessly added complexity. However, they will be available in single-player.[19] The Weapons Refit upgrade name was recycled for the Yamato Cannon upgrade.
Each version of the battlecruiser was treated as a different unit for UI purposes; double clicking on a Yamato-equipped battlecruiser would select all such battlecruisers but would not select battlecruisers with the Missile Barrage upgrade.[20][21]
Defensive Matrix[]
Creates a temporary 200 hit point shield around the ship. This ability is not smartcast.
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Missile Barrage[]
These abilities appeared in the StarCraft II: Wings of Liberty campaign.[24]
Wings of Liberty[]
All of the battlecruiser's quotes originally had additional ambient sound effects in the background.[25]
StarCraft II beta patch 11 decreased the build time for the battlecruiser from 110 seconds to 90. Patch 1.1 decreased its ground damage from 10 to 8. Patch 1.3 increased its movement speed from 1.406 to 1.875.
Heart of the Swarm[]
The following section contains information from a previous version of StarCraft II: Heart of the Swarm which is no longer valid.
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During development, the battlecruiser temporarily gained the Redline Reactor ability.[26] This "doubles movement speed and increases acceleration of the Battlecruiser for 6 seconds."[27] and was intended to enhance mobility in the late-game.[28] The ability cost 100 energy[27] and had a cooldown.[29] The ability was removed later in development.[30]
The battlecruiser was going to do extra damage against ground (+10 rather than +8), but it remained 8 damage to ground upon release.[31]
"Battlecruiser interceptors" are mentioned in Heart of the Swarm beta files.[32]
Legacy of the Void[]
With Patch 3.8.0, battlecruisers had their energy bars removed. In addition, the Behemoth Reactor upgrade was also removed.[33] Yamato Cannon and Tactical Jump are now governed by 71-second cooldowns, and Yamato Cannon is no longer interrupted by Neural Parasite.
As of Patch 4.7.1, the battlecruiser can attack while moving. Random delay between shots was removed, and its ATA Laser Battery damage was decreased from 6 to 5. Yamato Cannon damage was decreased from 300 to 240.
As of Patch 4.11, Tactical Jump now stuns and puts the Battlecruiser into a 1-second vulnerability phase before it teleports, instead of being instant. Yamato Cannon will no longer cancel itself if a target enters a transport or becomes cloaked/burrowed. Instead, the Yamato Cannon will miss, and the ability will go on cooldown. Issues were fixed, including an issue where if a battlecruiser used shift to queue several commands which included Tactical Jump, it would be immune to Abduct or Interference Matrix as if it was using Tactical Jump during that time, as well as an issue where the Raven’s Interference Matrix and the viper’s Abduct were causing Tactical Jump to go on cooldown, and finally an issue that displayed the opponent’s battlecruiser’s locations on the minimap after using Tactical Jump.
Increases the starting energy of the battlecruiser by 25.
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References[]
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