Thread: Patch 1.1
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29-08-2010, 01:59 #1
Patch 1.1
Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.no votes
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29-08-2010, 02:03 #2
staat al tijdje op forum vn battle.net eerst zien en dan geloven maar goed ja velen hebben er lang op gewacht
no votes
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29-08-2010, 03:13 #3
Ja imo werd het tijd dat siege tanks generfed werden. Voor de rest ben ik nie echt te spreken over de zealot/gate nerf, volgens mij gaat P hier zwaar onder lijeiijeiden.
no votes
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29-08-2010, 05:57 #4no votes
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29-08-2010, 07:35 #5
3 nerfs voor terran
unfair!no votes
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29-08-2010, 09:17 #6Member
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Scrubs
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29-08-2010, 10:14 #7Member
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Protoss nerf trekt op niet veel. Proxy rushes kunnen evengoed verlaat worden door de research van warpgates te vertragen, dus waarom ze de zealot aanpakken snap ik niet. Het zal nu nog moeilijker worden om 6pools tegen te houden.
Terran nerf was nodig maar is ook verkeerd, Sieges kon je makkelijk aanpakken met wat immortals en VR.
Ze hadden beter wat aan de concussion/shield/medivac research of build time geknutseld.
Ma ja ik ben maar gold spelertje, dit geeft een beetje mijn ervaring weer, maarik kan er evengoed naast zitten.Voor degelijke service ga eens langs bij:
CMaSno votes
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29-08-2010, 10:37 #8Member
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Je denkt wel enkel vanuit het perspectief van je eigen race. Als je denkt vanuit de zerg mindset zie je dat mass tanks wel lastiger is dan immortals en VR's. Je zou kunnen zeggen Neural Parasite, maar het is nu gewoon praktisch onmogelijk om binnen de paar seconden 10 tanks te NP'en gewoon omdat je tegen dan al niet genoeg infestors meer overhebt. En Broodlords liggen te hoog in de tech tree om als counter in midgame te gebruiken.
Scrubs
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29-08-2010, 10:50 #9no votes
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29-08-2010, 11:59 #10Member
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Van die toss nerf heb ik geen idee, nooit echt last gehad van zo'n pushes voor een of andere reden.
Ik veronderstel dat de ultra nerf wel niet de boel zal opfucken, maar of ie nodig was?
De terran tank nerf lijkt ok, maakt upgrades belangrijker in ZvT, 1 armor maakt plots het verschil tussen instakill en 2 shots voor uw lings.
Die reaper nerf vertraagt misschien wel tijd tot kritieke massa, maar het verandert eigenlijk niets aan het gebrek aan haalbaar verweer voor Z lijkt me, ge gaat gewoon vaker die fase overleven, maar even handicapped.
BC nerf vind ik maar dom gezien de redenering. 'Turtle terran is saai en niet leuk om tegen te spelen, daarom gaan we 1 pad dat zo soms wordt gevolgd beetje verzwakken'. Misschien dat dat helpt op het hoogste niveau, maar ik zie mijn terran tegenstanders daarom echt niet ophouden met turtlen en zo matches nodeloos rekken tot half uur+.Gelieve de flauwe opmerkingen rond mijn nick - if any - voor uzelf te houden.
Het is intussen bijna 10 jaar geleden dat ik hier registreerde en was toen veeleer een inside joke.
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29-08-2010, 12:01 #11no votes
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29-08-2010, 12:02 #12
Spijtig dat ze EMP al niet wat generfed hebben :/
Deze is veel te krachtig tegen toss ...no votes
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29-08-2010, 12:14 #13no votes
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29-08-2010, 12:17 #14Member
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Gelieve de flauwe opmerkingen rond mijn nick - if any - voor uzelf te houden.
Het is intussen bijna 10 jaar geleden dat ik hier registreerde en was toen veeleer een inside joke.
no votes
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29-08-2010, 12:54 #15
Ik speel meestal 'n erg tank-heavy spel (tank + rine), en m'n tanks krijgen de voorkeur qua damage upgrades, terwijl m'n rines de combat shield en stim upgrade krijgen.
Ik ben benieuwd of dit nog zal werken post-1.1no votes


