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• [T1 Mex] +41% hp • [Conbots] +15% hp • [T1 turrets (not aa, not popups)] -10% buildtime • [Commander] 25 -> 30 energymake • [T1 factories] -150 metalcost, -250 energycost, -1500 buildtime, 100 -> 150 buildpower • [Missile trucks] taller hitbox • [Grunt] -2,5% costs • [Blitz] 99 -> 101 speed • [Starlight] 13500 -> 18500 energycost • [Bull] 65.1 -> 60 speed • [Jaguar] 320 -> 300 range, -10% dps (lightning) • [Tzar] 22000 -> 28000 energycost • [Sprinter] -10% costs • [Termite] -10% costs, 48.3 -> 50 speed • [Juggernaut] 33.6 -> 37 speed • [T2 AA bots] - New weapons. - Longrange (1300) missile + flak for Cortex - Longrange (1200) missile + shortrange missile for Armada - ~Double health - +30% energycost • [Flagships] - Reduced firerate on big gun, slightly increased damage per shot. Together, ~25% dps nerf - Bigger AoE and Impulse on big gun, reduced edgeeffectiveness to 0.15 - +17% costs
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AA is better and T1 mex are easier to keep alive against harass.
I never really felt the flagship change.
Legion keeps getting closer to fully polished.
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The missile truck change is my favorite from the patch. Before, you could get a deathball of missile trucks and it was super oppressive. Now, they can't shoot over each other, so they're able to poke with low damage but never snowball into actually a lot of damage. It's kind of perfect for how they were intended to work.
I've been enjoying 1v1 a LOT since the patch dropped. Raider units still dominate the early game, as they should, but it actually does become a winning move to transition away from them. Having more hp on the mexes and cons makes leaking a little more forgiving - so eco builds stand up a lot better to aggro builds. Also, LLTs are more spammable - and they're good against raiders.
Lower factory costs make tech switching more attractive all around.
The T2 unit changes are more relevant in team games. The T2 AA bots are still largely ignored though, since spamming T1 AA covers more of the map.
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