|
|
|
|
|
Primity Aurora Vice Captain
|
Posted: Wed Aug 24, 2011 10:42 pm
original post found here. for simplicity's sake, I'll only post the balance overview. because I'm lazy. Balance General Unit vision up ramps has been reduced by 1. PROTOSS Immortal Attack range increased from 5 to 6. Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. Stalker Blink research time increased from 110 to 140. Warp Prism Shields increased from 40 to 100. TERRAN Barracks Build time increased from 60 to 65. Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Raven Seeker missile movement speed increased from 2.5 to 2.953. ZERG Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Overseer Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Ultralisk Build time decreased from 70 to 55. i posted my thoughts on the Barracks' +5s buildtime in the other thread and think that it's dumb and will only screw with Terran timings.
Barracks aside, I think a lot of these nerfs/buffs were necessary. in particular, the Blueflame damage, Fungal Growth rescaling, and the Mothership and Overseer buffs. Ultralisk doesn't need a build time buff, but instead just an overall unit buff since no one wants to reinforce an army with a unit that comes a minute later.
whatever, I think I've talked long enough. thoughts?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Aug 24, 2011 10:52 pm
My thoughts are, I'm totally trying marine hellion medivac raven(in TvZ) next patch. ITS ON.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 25, 2011 12:27 pm
Because you're lazy, and because that only what most of us care about. xD
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Aug 25, 2011 1:02 pm
Quote: General Unit vision up ramps has been reduced by 1. How much does this effect defending a walled of ramp?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 26, 2011 1:58 am
I enjoy the range buff on immortals a lot. I've had them get stuck behind stalkers plenty times doin their crab walk. The buff to warp prisms shield is MASSIVE. That's a large increase, over double. Considering they fell instantly to any bit of focus fire, that's going to help my warp prism pushes a lot. I don't use the mothership a lot, but that acceleration increase is massive. I like the buffs given to toss, although I'm unsure if the range on immortals will stay, immortals are pretty beefy. Blink research time, eh. They just want us to chronoboost things other than our probes. Quote: Issuing new orders to charging zealots will cause them to lose the charge buff. Unsure about this one. I can see it being useful when trying to keep your army in a ball, but if my zealots start charging by themselves at something, but I wanted them to target something else, I will rage hard because of this. Quote: Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Aug 26, 2011 2:10 am
Haars Quote: General Unit vision up ramps has been reduced by 1. How much does this effect defending a walled of ramp? I know what you mean, but it doesn't really effect the defense of a ramp. It can be defended the same way as always. The change effects how the ramp is attacked. This change will be fairly crucial in terms of how armies fare when they approach a ramp, but the best ways of doing so remain the same. All in all, it will probably require better or more careful planning on which units will take the first couple of hits when approaching the high ground.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 26, 2011 2:24 am
Onos I enjoy the range buff on immortals a lot. I've had them get stuck behind stalkers plenty times doin their crab walk. The buff to warp prisms shield is MASSIVE. That's a large increase, over double. Considering they fell instantly to any bit of focus fire, that's going to help my warp prism pushes a lot. I don't use the mothership a lot, but that acceleration increase is massive. I like the buffs given to toss, although I'm unsure if the range on immortals will stay, immortals are pretty beefy. Blink research time, eh. They just want us to chronoboost things other than our probes. Quote: Issuing new orders to charging zealots will cause them to lose the charge buff. Unsure about this one. I can see it being useful when trying to keep your army in a ball, but if my zealots start charging by themselves at something, but I wanted them to target something else, I will rage hard because of this. Quote: Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes. Gotta agree with the thoughts on Blink... It otherwise doesn't seem that substantial.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Aug 26, 2011 2:39 am
kenjiro yume Onos I enjoy the range buff on immortals a lot. I've had them get stuck behind stalkers plenty times doin their crab walk. The buff to warp prisms shield is MASSIVE. That's a large increase, over double. Considering they fell instantly to any bit of focus fire, that's going to help my warp prism pushes a lot. I don't use the mothership a lot, but that acceleration increase is massive. I like the buffs given to toss, although I'm unsure if the range on immortals will stay, immortals are pretty beefy. Blink research time, eh. They just want us to chronoboost things other than our probes. Quote: Issuing new orders to charging zealots will cause them to lose the charge buff. Unsure about this one. I can see it being useful when trying to keep your army in a ball, but if my zealots start charging by themselves at something, but I wanted them to target something else, I will rage hard because of this. Quote: Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes. Gotta agree with the thoughts on Blink... It otherwise doesn't seem that substantial. I find the majority of times I spend 90% of my chrono boosts on my nexus for probes, but when I look at replays, doing that against zerg usually only keeps me on par (because of inject, but that's another story), and I'd have to make more probes than a terran to keep up in income (mules lololol). I incorporated an initial chrono boost in my warp gate tech to get a it a little faster, and hallucination if I get it, but by the time I end up really teching into other trees, I have more than one nexus and am able to spread chrono boost around more. Currently it's like chronoboosting probes is an energy dump for toss, drop 100 mins for two probes, chrono boost, and go elsewhere.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 26, 2011 6:32 am
Quote: Attack upgrades are now retained by units controlled by Neural Parasite. If a unit provides power, that power is temporarily transferred to a player using Neural Parasite. small buff too np when fg got buffed
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Aug 27, 2011 3:53 pm
I'm liking these patch notes. Nothing seems too outrageous or unfair.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 29, 2011 5:52 am
I agree with Immortal, definitely. =]
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Aug 29, 2011 8:52 am
All the patches seem pretty fair, although some of them seem pointless.
Like the 5 second debuff on the racks, I agree with Bi Dent, in that it's stupid, and will do little more than screw up some very fine timings for some of the most experienced, players, and will otherwise go without notice. Could make that 13 hatch for me a little easier to pull off, without worrying as much for the inevitable bunker rush though.
Not sure how I feel about the hellion upgrade nerf, I mean, I know blue flame is devastating on worker lines and everything, but I didn't think it was necessary to kill it's damage so much, I'm not entirely sure on the actual numbers, in how many hellions it will take to 1shot workers, or any of that with the new adjustment, but it seems like, JUST when people were finally figuring out a great way to use the hellion, blizzard decided to try and cripple it like they did the reaper.
The seeker missile I'm a little concerned about, my experiences taught me that that missile before was able to chase off mutas very easily, and even if you flew away, it seemed to pretty much keep up pace, seems like now if you're not REALLY careful about how you're dodging that missile you could end up losing your whole cloud of mutas just about from one missile.
Also the ultralisk build time decrease, like previously mentioned seems pointless, not very many people use the ultralisk, not because they take too long to make, but because they're expensive and nearly useless. There's so many more cost effective ways of fulfilling the same role the ultralisk was designed for that it seems pointless to be making an expensive melee unit that can do little more than tank damage.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 29, 2011 3:22 pm
It seems that Zerg is getting most of the benefits from this patch.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Aug 30, 2011 3:45 pm
1jules It seems that Zerg is getting most of the benefits from this patch. Not particularly. Even disregarding the Mothership buff (cuz no one uses it) Protoss got more. Immortals are now more viable in a Stalker army and with the shield buff to Warp Prisms they now have an effective way to be sneaky without having to get a Probe in the back of your base at the beginning of the game to build a Pylon. The only thing Zerg really "got" was a decrease in Overseer cost to put it on par with the Observer.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|