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There are still "camps" of neutral monsters between Supernova's lanes that can be killed for additional experience and resources, if your hero is up to it. Other interesting ideas include explorations of the "jungle" mechanics from other MOBAs. It's easy to forget those AI units early on, but later, they can turn the tide in a big way. In my second game, we were up almost forty kills to the other teams ten or so, and still had to scramble to defend our base against a massive army in the bottom lane. But as matches progress, the AI-controlled waves developed into massive forces more than capable of taking on almost any single hero in short order, and end-game battles look like base sieges from other sci-fi RTS games.Īs a sidenote, this development indicated - to me, at least - some semblance of a comeback mechanic in Supernova. At first, battles look much like they do in other MOBAs, with heroes playing cat and mouse around towers, looking for openings to score hits and harass their opponents while avoiding ganks from elsewhere. In my time with Supernova, the difference in creep approach didn't become apparent early on. I know what Supernova is, But I don't know 'who' it is Heroes take new abilities and become more effective as they level up over the duration of the match. Teams start on either side of the map at their respective bases, and each side of the map is connected by three lanes, and half of each lane is defended by each side's towers. Each team has five players, each of whom selects a hero to take into battle. The basic structure of Supernova doesn't deviate from MOBA conventions.
Starcraft 2 hero units Pc#
As League of Legends came to dominate the PC landscape and redefine eSports globally, Supernova changed, pushing its focus toward those hero units. Even with an alpha client for the game releasing today, I'm not close to understanding what Supernova is going to be, or, if you'll allow me, "who" it is.Īccording to Primal studio director Zoltan Zsuffa, the Hungarian studio (based out of Budapest) started work on Supernova in 2012, at which point it was a more conventional kind of real-time strategy game in the vein of Starcraft 2, with an emphasis on base building, armies and commander-style hero units.