Plasma shield
From StarCraft Wiki
- Shields redirect here. For the marine shield, see Ballistic Alloy Combat Shield.
The plasma shield is a protoss defense method created by a blend of psionic power and technology. The technological aspect renders them vulnerable to EMP effects.[1]
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[edit] Overview and History
During the Aeon of Strife, protoss warriors created personal shields by focusing psionic energy. The protoss later reproduced the effect using psi-field generators. These generators could be installed in machines giving protoss vehicles shields as well.[2] Psionically powerful protoss such as Khastiana can still enhance the power of their shields.[3] Shields must be dropped to make use of some physical contact-based psionic abilities.[3]
Terran Dominion tactics state that plasma shields are best overcome by mass fire.[3]
[edit] Game Properties
[edit] StarCraft I
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Shields points act as another form of hit points and are usually lost first. Unlike regular HP, plasma shields always suffer full damage regardless of the type of attack used against them or the size of the shielded object. For example, a large-sized dragoon's shields will take full damage from concussive damage attacks such as from a vulture.
Shield points have a separate "armor" rating from regular hit points. The base "armor" is 0 and may be upgraded. This applies to both units and buildings. Shield points regenerate slowly but a shield battery may be used to restore them faster.
Shields caught within the terran science vessel's EMP Shockwave are reduced to 0 points.
[edit] StarCraft II
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Shield points regenerate slowly, at the same rate for each unit.[5]
Shields are not subject to bonus damage.[6]
[edit] Development
Shield points regenerated more quickly when out of combat than in StarCraft I,[7][8][9] twice as quickly.[10] They are very useful for probes when used for scouting but it takes a long time for archons to fully regenerate their shields.[11]
Shields used to treated as the base unit "underneath them" for purposes of damage calculations in January 2008. An armored unit's shields took extra damage from units that gain bonuses against armored units.[12]
| “ |
This system is simpler than the original StarCraft in some ways, and it is also clearer. We haven't gotten into our balance phase just yet, so I don't know that this system will hold up to our needs. This system is what you played at Blizzcon (if you got to come). | ” |
| - Cavez, Armor in SC2 | ||
[edit] References
- ↑ Karune. 2007-01-22. StarCraft II Q&A - Batch 26. Battle.net StarCraft II General Discussion Forum. Accessed 2008-01-22.
- ↑ Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
- ↑ 3.0 3.1 3.2 Elder, Josh and Ramanda Kamarga. "Why We Fight." In StarCraft: Frontline: Volume 1, pp. 6–47. Tokyopop, August 1, 2008. ISBN 1427-80721-3.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 StarCraft Legacy staff. 2009-04-04. Zerg & Protoss Upgrades. SCLegacy. Accessed 2009-06-18
- ↑ Blizzard staff, StarCraft Legacy staff. 2009-10-31. Korean Blue Post Translations. StarCraft Legacy. Accessed 2009-11-03.
- ↑ Phreak. 2008-07-07. StarCraft II - Blizzard Worldwide Invitational Version. Blogspot (Blog). Accessed 2008-07-09.
- ↑ Karune. 2007-10-29. StarCraft II Q&A - Batch 19. Battle.net StarCraft II General Discussion Forum. Accessed 2007-10-30.
- ↑ The rate of shield regeneration has been increased significantly from the original StarCraft, but will be a fixed rate, rather than an increasing rate over time. The shields will not increase until the unit is out of combat. Karune. 2008-11-05. Shields. Battle.net StarCraft II General Discussion Forum. Accessed 2008-11-05.
- ↑ It is measured by an X number of seconds in which a unit has not attacked nor was attacked. X being a number determined through balance. Karune. 2008-11-05. Shields. Battle.net StarCraft II General Discussion Forum. Accessed 2008-11-05.
- ↑ Yup, EMP is currently on the Ghost and does 100 shield damage to all units and drains all energy in that area of effect. Having a Ghost presence in any TvP match up is crucial, especially if there are casters in the opponent's army. In the original StarCraft, the EMP used to kill all shield hit points, but since in StarCraft II the ability has been added to the Ghost, which is more easily attainable unit than in the original StarCraft, we have reduced it's potency a bit.
Plus a one-click ability that reduces an opposing army to half health near instantly isn't something that we want to promote.
To combat EMP, Protoss players have huge new additions to their arsenal that can help them attack, defend, and buy time for tactical retreats (to allow shields to recharge since they recharge 2x as fast as the original StarCraft). These new additions would include but are not limited to: Force Field (Disruptor), Temporal Rift (previously known as Time Bomb) (High Templar), Colossus AoE lasers (with upgradable range), Phase Shift (Disruptor), Shield Regeneration (added to Obelisk [known previously as the Dark Pylon] replacing 'cloak'). Karune. 2009-06-08. Lack of EMP = more Archons? (post 8) Battle.net StarCraft II General Discussion Forum. Accessed 2009-06-09. - ↑ Currently it's set to be a number of shield points recovered per second. Thus Archons do take longer to regain all their shields when compared to other units. Units the shield recharge is used for the most currently include:
- Probes (recharge really helps them as scouts)
- Stalkers
- Flyers
Obviously all units benefit to some degree, but these guys do the most hit-and-run style attacks. When we get into Beta we'll learn more about how this mechanic really works. Cavez. 2009-02-16. Question about shield recharge mechanic. Battle.net StarCraft II General Discussion Forum. Accessed 2009-02-16. - ↑ Karune. 2008-01-11. StarCraft II Q&A - Batch 25. Battle.net StarCraft II General Discussion Forum. Accessed 2008-01-11.


