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This update to the beta test includes a number of new systems, Editor updates, and changes to the look and feel of the game interface.
There are still several features and improvements coming to Heart of the Swarm, and this is not a final pre-release patch. Please read the full patch notes and related articles to learn all about what’s available in the beta test.
GENERAL
Groups Players who wish to associate casually and in larger numbers than Clans can now create and join Groups, with a designated chat channel, a News tab where stories can be posted, an Info tab where officers can post a brief description of the Group, and a Members roster. For more information on Groups, check out our first look at the feature. Unranked Play* On the Multiplayer screen, players can now select Unranked Play to engage in matchmaking with the ranking system suspended. Players Near Me* Recognizes other StarCraft II games running on the player’s network, making it easier to chat, play, and make friends with nearby players. AI Communication Players can now issue orders to AI partners. This is a preliminary implementation of this feature, and we will be adding to it over the coming weeks. Please keep an eye on our Heart of the Swarm Beta Discussion forum for further updates. The StarCraft II Arcade is now available in the Heart of the Swarm Beta.
USER INTERFACE
Maps that appear in the Custom Games section now include all of the same Game Info pages as the maps available in the Arcade (Overview, How to Play, Patch Notes, Reviews).
In-Game UI Polish Decal art has been updated to appear brighter and more visible.* New Victory/Loss sequences now play at the end of a game.
New options added to aid newer players in the Options > Controls menu* Team Colored Life Bar Always Show Worker Status Simple Command Card Show Current Order Indicator Select All Larvae Display Experience Points Enable Enemy Unit Selection The Help section has been revised and updated.
GRAPHICS
Physics updates New ragdoll physics deaths have been added on many units. Physics effects have been polished on many existing units. Performance has been improved. Physics-triggered sounds have been added.
EDITOR
Many new features, updates, and improvements to the StarCraft II Editor have been made throughout the beta test. Please see our Comprehensive Editor Updates List in the Beta Discussion forum.
BALANCE
A new set of balance changes have been included with the release of Patch 2.0.2. For more info, please visit the Balance Update threads in the Beta Discussion forum.
BUG FIXES
A full list of documented game and service bugs can be found in our Known Issues sticky in the Beta Bug Report forum.
*Indicates a change that was implemented during beta patch 2.0.1, but has not yet been noted.
http://eu.battle.net/sc2/en/blog/6691663/StarCraft_II_Heart_of_the_Swarm_Beta_Patch_202-05_12_2012
To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.
Terran
Medivac New ability: Emergency Thrusters Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown. The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab: Health restored per second from 9 to 15. Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy. Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds.
Reaper Base speed increased from 2.95 to 3.375 Upgraded speed increased from 3.84 to 4.25.
Widow Mine No longer hits cloaked units. New upgrade: Drilling Claws Decreases burrow time from 3 to 1 second. Requires Tech Lab and Armory. Costs 150/150, 110 second research time.
Thor 250mm Strike Cannons has been removed. The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds. When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage. Thor radius, inner radius, and separation radius increased from 0.8215 to 1.
Raven Seeker Missile has been redesigned: Can now fire from 10 range. Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage. Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.
Hellbat Splash damage radius increased from 90 to 110.
Armory The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.
Protoss
Mothership Recall now functions as it does with the Mothership Core. Vortex now kills a single target. Vortex does not affect massive units.
Mothership Core is no longer massive. Oracle Pulsar Beam Now called “Activate Pulsar Beam” and “Deactivate Pulsar Beam”. When activated, the Oracle’s Pulsar Beam is enabled. Weapon deals 15+10 light. Weapon period changed to 0.86, down from 1. Weapon range reduced to 4.
Build time increased to 50, up from 35. Energy drain is now 4 per second.
Phoenix Range increased from 4 to 5. Upgrade still grants +2 range.
Dark Shrine cost is now 100/100, down from 100/250. Tempest Now requires Fleet Beacon. Attacks with two weapons. The primary weapon, Kinetic Overload, hits air units and remains unchanged. The secondary weapon, Resonance Coil, hits ground units, and does not deal bonus damage to massive units. Build time is now 60, down from 75.
Void Ray Prismatic Beam: No longer charges up. Weapon period decreased from 0.6 to 0.5. No longer does passive +massive damage.
Prismatic Alignment (new ability) increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
Zerg
Hydralisk speed upgrade now requires Lair tech. Mutalisk Speed increased from 3.75 to 4. Acceleration stays at 3.5.
Swarm Host health increased from 120 to 160. Infestor Fungal Growth: Is now a projectile. Speed of the projectile is 10. Range down to 8.
Infested Terrans no longer gain weapon and armor upgrades. Infested Terran egg health down to 70.
Ultralisk Burrow Charge has been removed. Damage changed from 15+20 armored to 35 flat damage.
Viper health increased from 120 to 150.
http://us.battle.net/sc2/en/forum/topic/7320452320
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I like how I can't find any balance patch notes anywhere
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Announcement of an announcement for balance changes??????
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I'll update the OP with the balance notes if they're released before I go to bed. If not, I'm sure a moderator will be able to.
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Players Near Me* That sounds very good.
Also ragdoll physics, AI commands, UI polish ... I can't wait to see it. 200-200 battle and bodies flying everywhere. Muhahaha :D
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RAGDOLL PHYSICS!!!
I mean, talk about totally unnecessary awesomeness.
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come on, down with winfester and up for other zerg units!!!!!
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Do they still have the FKey menu navigation removed? I really like that feature in WOL I was sad when I saw it removed in the beta.
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As everyone, exited to see how the balances changes turn out.
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Rather exciting! Also really amusing that the patch balance notes haven't been posted.
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2on2 Ladder here i come, time to beat teams in hots.
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Always Show Worker Status
^ what's this?
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Is this a joke? Almost everything on the list is already implemented in the beta. Unranked play has been there for months and so have many of the other features they mentioned.
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United Kingdom12022 Posts
Since it's a (.) update they post the flavour text from the main update with some additions and then the balance update seperately.
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On December 06 2012 07:55 MockHamill wrote: Is this a joke? Almost everything on the list is already implemented in the beta. Unranked play has been there for months and so have many of the other features they mentioned.
*Indicates a change that was implemented during beta patch 2.0.1, but has not yet been noted.
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so pumped for this! ragdolls and interface changes sound cool! and so many balance changes proposed, lets see what gets through..
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Russian Federation4295 Posts
On December 06 2012 07:51 Berceno wrote: Always Show Worker Status
^ what's this? How many workers you hav per HQ at minerals and vespene gas
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On December 06 2012 07:51 Berceno wrote: Always Show Worker Status
^ what's this? Probably where it tells you how many workers you have mining on each base.
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On December 06 2012 07:55 MockHamill wrote: Is this a joke? Almost everything on the list is already implemented in the beta. Unranked play has been there for months and so have many of the other features they mentioned. *Indicates a change that was implemented during beta patch 2.0.1, but has not yet been noted.
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If the balance changes aren't up soon, I'm gonna lose it.
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Woah
Select All Larvae
I guess this means I don't actually have to hotkey my Hatcheries any more O_o
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On December 06 2012 08:02 BeeNu wrote: Woah
Select All Larvae
I guess this means I don't actually have to hotkey my Hatcheries any more O_o
It selects only from that hatchery.
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Russian Federation4295 Posts
On December 06 2012 08:02 BeeNu wrote: Woah
Select All Larvae
I guess this means I don't actually have to hotkey my Hatcheries any more O_o You click on one larva and it selects all larvaes from that hatchery. Nothing more
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My HotS is down... is this going live now?
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ASDJPOAISEDOPAIE
SOO FUCKING EXCITED
EXCITEMENT SPOILERED
HOLY FUCKING SHIT. I KNEW IT. I WASNT DOUBTING IT, THEY"VE CHANGED. THEY'VE GOTTEN BETTER AT DOING SHIT (MAYBE IT"S ONLY CUS THEY HAVE MORE WORKERS+WORK HOURS REQUIRED FOR HOTS LAUNCH...?) BUT HOLY SHIT. I KNEW IT. THEY'VE BEEN GIVING LESS AND LESS NOTICE BEFORE HAND OF THESE UPDATES+PATCHES. WHICH IS AWESOME< THEY HAVEN'T DONE THAT "SOON SHIT" RECENTLY
HOLY FUCK TIME TO SEE ALL THESE SEXY PATCH CHANGES
Edit: Fuck the balance isnt up yet? waiting warmly ~
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On December 06 2012 08:04 TiTanIum_ wrote:Show nested quote +On December 06 2012 08:02 BeeNu wrote: Woah
Select All Larvae
I guess this means I don't actually have to hotkey my Hatcheries any more O_o It selects only from that hatchery.
Are you sure? I assumed it would be like that "Select Army" button they implemented.
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On December 06 2012 08:05 AdroiT wrote: My HotS is down... is this going live now?
yes
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On December 06 2012 08:02 BeeNu wrote: Woah
Select All Larvae
I guess this means I don't actually have to hotkey my Hatcheries any more O_o Edit: NVM it's been explained.
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Russian Federation4295 Posts
Are you sure? I assumed it would be like that "Select Army" button they implemented. Man, those changes ALREADY was in HotS Beta before this patch -_-
If you're lazy to go to your options and read some parameters, not need to post here strange posts about that. Select larva function already was in hots beta before
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WHY ISN'T THERE MORE HYPE?>
When the balance patch is posted here on TL, I expect LOTS of a combination of rage, QQ, revelations that Blizzard is competent, revelations that blizzard is not competent, revelations that Blizzard is slow, revelations that Blizzard actually stuck with an ETA (unofficial at that), tears, ESPORTS FIGHTING shouts, and a bunch of crazy shit
oh and I expect the patch thread to reach 100 pages in a day :D
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On December 06 2012 08:05 Yoshi Kirishima wrote:ASDJPOAISEDOPAIE SOO FUCKING EXCITED EXCITEMENT SPOILERED Show nested quote +HOLY FUCKING SHIT. I KNEW IT. I WASNT DOUBTING IT, THEY"VE CHANGED. THEY'VE GOTTEN BETTER AT DOING SHIT (MAYBE IT"S ONLY CUS THEY HAVE MORE WORKERS+WORK HOURS REQUIRED FOR HOTS LAUNCH...?) BUT HOLY SHIT. I KNEW IT. THEY'VE BEEN GIVING LESS AND LESS NOTICE BEFORE HAND OF THESE UPDATES+PATCHES. WHICH IS AWESOME< THEY HAVEN'T DONE THAT "SOON SHIT" RECENTLY HOLY FUCK TIME TO SEE ALL THESE SEXY PATCH CHANGES Edit: Fuck the balance isnt up yet? waiting warmly ~
Can we get this quoted in the OP so new players know what they're looking for please. Thanks.
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I hope Blizzard really has the courage to revamp the game completely. Sometimes I'm not sure whetever I'm playing hots or WoL.
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No Patch balance notes available yet right?
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Refresh, Refresh, Refresh. Show me the sexy!
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Russian Federation4295 Posts
On December 06 2012 08:17 ZeroCartin wrote: No Patch balance notes available yet right? You can check official forums, if you can't wait
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On December 06 2012 08:18 Existor wrote:Show nested quote +On December 06 2012 08:17 ZeroCartin wrote: No Patch balance notes available yet right? You can check official forums, if you can't wait I cant see them there yet, that was why I asked this
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Is anyone else really excited about playing 2v2?
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On December 06 2012 08:20 Prime Directive wrote: Is anyone else really excited about playing 2v2?
I am
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On December 06 2012 08:20 ZeroCartin wrote:Show nested quote +On December 06 2012 08:18 Existor wrote:On December 06 2012 08:17 ZeroCartin wrote: No Patch balance notes available yet right? You can check official forums, if you can't wait I cant see them there yet, that was why I asked this The balance patch notes isn't out yet but they refereed to this thread for a preview: http://eu.battle.net/sc2/en/forum/topic/5966979955 I don't think everything will be in the patch but a bunch probably will (or most if we are lucky).
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I haven't been this hyped for a patch for in a long time. But in the end we still have to wait for the details (balance).
I really hope the patch changes the game a lot.
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Posted by a Blue on the B.net forums
To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.
Terran MedivacNew ability: Emergency ThrustersSpeed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab:Health restored per second from 9 to 15.Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. ReaperBase speed increased from 2.95 to 3.375Upgraded speed increased from 3.84 to 4.25. Widow MineNo longer hits cloaked units.New upgrade: Drilling ClawsDecreases burrow time from 3 to 1 second.Requires Tech Lab and Armory. Costs 150/150, 110 second research time. Thor250mm Strike Cannons has been removed.The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.Thor radius, inner radius, and separation radius increased from 0.8215 to 1. RavenSeeker Missile has been redesigned:Can now fire from 10 range.Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage.Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles. HellbatSplash damage radius increased from 90 to 110. ArmoryThe Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units. Protoss
MothershipRecall now functions as it does with the Mothership Core.Vortex now kills a single target.Vortex does not affect massive units. Mothership Core is no longer massive.OraclePulsar BeamNow called “Activate Pulsar Beam” and “Deactivate Pulsar Beam”.When activated, the Oracle’s Pulsar Beam is enabled.Weapon deals 15+10 light.Weapon period changed to 0.86, down from 1.Weapon range reduced to 4. Build time increased to 50, up from 35.Energy drain is now 4 per second. PhoenixRange increased from 4 to 5. Upgrade still grants +2 range. Dark Shrine cost is now 100/100, down from 100/250.TempestNow requires Fleet Beacon.Attacks with two weapons. The primary weapon, Kinetic Overload, hits air units and remains unchanged. The secondary weapon, Resonance Coil, hits ground units, and does not deal bonus damage to massive units.Build time is now 60, down from 75. Void RayPrismatic Beam:No longer charges up.Weapon period decreased from 0.6 to 0.5.No longer does passive +massive damage. Prismatic Alignment (new ability) increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
Zerg Hydralisk speed upgrade now requires Lair tech.MutaliskSpeed increased from 3.75 to 4. Acceleration stays at 3.5. Swarm Host health increased from 120 to 160.InfestorFungal Growth:Is now a projectile.Speed of the projectile is 10.Range down to 8. Infested Terrans no longer gain weapon and armor upgrades.Infested Terran egg health down to 70. UltraliskBurrow Charge has been removed.Damage changed from 15+20 armored to 35 flat damage. Viper health increased from 120 to 150.
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United Kingdom12022 Posts
All I'm going to say is WOW.
Give me the patch nownownownownow!
This is what the game needed over a year ago. The thor may become good anti air! :D
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Holy crap. Super medivacs!
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Holy hell. This patch changes the whole game! Awesome!
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Fungal is a missile again. Lets see if it turns out better than the last time they tried that.
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I don't like the activated Medivac and Void Ray abilities, aside from that its pretty hard to call. But 300 damage new Seeker Missle seems crazy high and Vortix super useless .D
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wtf? dark shrine 100 gas now? rofl!
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Toss will never catch mutas T.T but I'm still excited for changes
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Armory The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.
FUCK YEEAAA!!!
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I think seeker missile only does single target damage, but it's hard to tell with the wording.
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Big patch. But will it affect the very dynamic pvp matchup since tempest has been nerfed?
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On December 06 2012 08:33 aksfjh wrote: I think seeker missile only does single target damage, but it's hard to tell with the wording. I think so too, since there is no mention of splash damage.
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Sweet jesus, those changes, :D The seeker missle changes sound the most interesting.
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Interesting patch, good change to the Caduceus Reactor will make it an upgrade worth getting.
Removal of Burrow Charge made me laugh, guess that form of terrible terrible damage wasn't meant to be.
Medivac speed boost seemingly has no energy cost attached to it - strange. Void ray damage buff ability is "sigh" worthy, there's nothing interesting at play there, "in a battle? Oh shit, *press voidray button*"
I'm really confused at what they're doing with the Oracle, it does bonus damage to light now? Kinda like... a phoenix? Kills workers in two shots, but like, why... It's a banshee without cloak now? Strange.
Good to see the Infestor nerf made it to the beta patch, and the projectile came into play.
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vortex only kills a single target and not massive units? the fuck?
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jesus christ @ medivac upgrade
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100 gas dark shrine is going to do the opposite of what DK wanted 
And holy hell caduceus reactor is...necessary now?
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On December 06 2012 08:35 da_head wrote: vortex only kills a single target and not massive units? the fuck?
they are basically phasing out momship completely
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Huh I like the Terran and Zerg changes... Not too sure how I feel about the Toss ones yet... Not really sure how Toss is going to deal with Broodlords without Vortex and with tempests getting nerfed as well... Might be easier to hit with stalkers seeing as Infesters got nerfed. Will have to play it out and see I guess :D
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On December 06 2012 08:36 SolidMoose wrote:100 gas dark shrine is going to do the opposite of what DK wanted  And holy hell caduceus reactor is...necessary now?
I'd say it will be something like getting Stim, it should be a massive upgrade that you need to get. Makes Bio all that much more cost effective and you get a bigger army overall.
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On December 06 2012 08:36 a176 wrote: jesus christ @ medivac upgrade This! That upgrade is fucking insane O.o Bio is going to destroy shit lategame! MKP, Bomber and Polt will be very, very happy xD
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I have never seen a worse idea for a change to HSM "luckily its just beta"
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Fungal Growth: Is now a projectile. Speed of the projectile is 10. Range down to 8. That's so stupid. It isn't nearly a nerf that should have been. FG MUST NOT hit air!
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Ultra's are bound to never have a special attack, it's not in their nature.
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On December 06 2012 08:34 Bagi wrote:Show nested quote +On December 06 2012 08:33 aksfjh wrote: I think seeker missile only does single target damage, but it's hard to tell with the wording. I think so too, since there is no mention of splash damage. Same with the Thor change as well. We'll have to wait for the server to come back up to test 'em.
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So that was the buff to DTs? Wjat a joke, Wow. I was looking forward to that the most but I am now hugely disappointed.
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They say they want to buff ultra's but they remove burrow charge?
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On December 06 2012 08:38 nihlon wrote: Ultra's are bound to never have a special attack, it's not in their nature. I think it will be much better that way. No fancy attacks just pure destruction
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I'm also confused as to what the downside of switching modes with the Thor is. Is it immobile like the siege tank? So like an anti air siege tank?
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United Kingdom12022 Posts
On December 06 2012 08:40 SolidMoose wrote: I'm also confused as to what the downside of switching modes with the Thor is. Is it immobile like the siege tank? So like an anti air siege tank?
You lose splash damage.
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haven't laughed this hard until i read these patch notes is it april fools already :D
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On December 06 2012 08:39 Fliparoni wrote: They say they want to buff ultra's but they remove burrow charge? Having 35 flat damage is a pretty big buff They will kill everything now not just tanks and stalkers. Still I do think they should buff them a touch more. Maybe increase mov speed a touch so Bio can't kite as easy?
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so.....why are they increasing the size of the Thor? Wasn't its clumsiness already an issue?
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On December 06 2012 08:40 Qikz wrote:Show nested quote +On December 06 2012 08:40 SolidMoose wrote: I'm also confused as to what the downside of switching modes with the Thor is. Is it immobile like the siege tank? So like an anti air siege tank? You lose splash damage.
Oh, yeah. I guess this is meant to fight broodlords/tempests
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in PvT playing against a terran who can actually mech in previous versions (not building thors, bar maybe one) is scary... now... sounds impossible...
blink-stalker all in, all the games !!!
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On December 06 2012 08:39 Necro)Phagist( wrote:Show nested quote +On December 06 2012 08:38 nihlon wrote: Ultra's are bound to never have a special attack, it's not in their nature. I think it will be much better that way. No fancy attacks just pure destruction 
Yeah that's just how Ultras should be, big strong and mean - just pure power, no abilities needed.
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United Kingdom12022 Posts
On December 06 2012 08:42 ref4 wrote: so.....why are they increasing the size of the Thor? Wasn't its clumsiness already an issue?
It's increasing the radius meaning they don't clump as much - good change!
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i love the mech/air upgrades being the same. i think mech just got incredibly strong and air mech can be viable to combat late game Z and P
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Wow this patch is sick have been waiting for this. Can´t wait to test these ingame.
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Those Medivacs sound scary lol. Tanks may need a buff or nobody will need them in any matchup. Bio all day long.
I like it anyway. Also makes the drops more high risk/high reward.
Most of these sound awesome, but let's not get too hype 
Mommaship should be made a serious unit for pro play or be removed tho. This e-sport is serious business :B
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Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ...
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On December 06 2012 08:42 Zorgaz wrote:Show nested quote +On December 06 2012 08:39 Necro)Phagist( wrote:On December 06 2012 08:38 nihlon wrote: Ultra's are bound to never have a special attack, it's not in their nature. I think it will be much better that way. No fancy attacks just pure destruction  Yeah that's just how Ultras should be, big strong and mean - just pure power, no abilities needed. Exactly!
Also gonna be very interesting to see stargate openings now. Could we possibly see pure SkyToss as a viable non cheesy opening?
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"Thor radius, inner radius, and separation radius increased from 0.8215 to 1."
Is this referring to the scale of the unit?
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On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... That's for the upgrade.
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Can't comment on everything but these patches to me indicate that the design team is losing focus. They are introducing more exceptions and more complexity.
Exceptions like having certain units not benefit from upgrades, IT but not broodlings or locusts. Complexity such as the new seeker missile design. This is eschewing simplicity and effective design while chasing balance.
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On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ...
if anything i think this change was for hellbats
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Can anyone please explain to me what the VR changes mean? Ty!
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On December 06 2012 08:45 Salteador Neo wrote:Those Medivacs sound scary lol. Tanks may need a buff or nobody will need them in any matchup. Bio all day long. I like it anyway. Also makes the drops more high risk/high reward. Most of these sound awesome, but let's not get too hype  Mommaship should be made a serious unit for pro play or be removed tho. This e-sport is serious business :B
Since mech now transitions smoothly into air terran (shared upgrades) i think mech is fine..... ^^
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Mutalisk Speed increased from 3.75 to 4. Toss will now suck even more, way more... I don't know about terran, have to see a new Thor in action
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On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... WM hitting cloaked units was kind of retarded to begin with.... Hellbats got a buff with more splash they can wipe out chargelots even easier. All mech upgrades in one is fucking huge, being able to add in fully upgraded banshees and BC's late game could be crazy strong. Thor buff to take out tempests easier is good too.
But that Medivac new upgrade is just... I'm really, really scared O.o drops are going to be a bitch! But could be great for watching, would encourage more multi prong drops seeing as you need less medivacs to heal main army and the drops themselves being much stronger with the new healing etc.
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On December 06 2012 08:43 jmbthirteen wrote: i love the mech/air upgrades being the same. i think mech just got incredibly strong and air mech can be viable to combat late game Z and P
I've always thought the biggest problem with the air tech switch was being behind in upgrades compared to corruptors. Hopefully this actually solves it.
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On December 06 2012 08:49 Bareleon wrote: Can anyone please explain to me what the VR changes mean? Ty!
VR does one base damage now with an ability that does +armor damage for a couple seconds, no more passive bonus to armor/massive units
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JUST IMAGINE THE MINDGAME!!!!! YOU RESEARCH CLOAK INSTEAD OF THE MEDIVAC REACTOR! THIS IS JUST HUGE!
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Wow this patch is huge, I am happy, still no bots for clan channels? lol :-P
I can't complain though this is the biggest patch I think Blizzard has ever introduced ever, since SC2's creation.
The thing that really amazes me is the being able to issue orders to an AI partner, that is really cool.
Thanks!
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On December 06 2012 08:50 Sworm_MS wrote: Mutalisk Speed increased from 3.75 to 4. Toss will now suck even more, way more... I don't know about terran, have to see a new Thor in action
Didn't you see the huge buffs to Phoenix and Oracle? Mutalisk will be used even less in both ZvT and ZvP then before.
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On December 06 2012 08:51 Breach_hu wrote: JUST IMAGINE THE MINDGAME!!!!! YOU RESEARCH CLOAK INSTEAD OF THE MEDIVAC REACTOR! THIS IS JUST HUGE! Dude... That's like the ultimate mindgame.
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On December 06 2012 08:50 a176 wrote:Show nested quote +On December 06 2012 08:49 Bareleon wrote: Can anyone please explain to me what the VR changes mean? Ty! VR does one base damage now with an ability that does +armor damage for a couple seconds, no more passive bonus to armor/massive units
So VRs still suck?
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On December 06 2012 08:48 aksfjh wrote:Show nested quote +On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... That's for the upgrade.
Yeah, medivacs don't take 80 seconds to build lol. If they did that to the medivac itself...
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So, vortex should be removed as it is simply something taking up space? The void ray is now a worse unit? Hmm...
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Just checking, but is the editor accessible in the beta now? I thought I remembered them saying the new editor would not be accessible until release.
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Holy shit, these are crazy.
Everything Terran has got massively buffed... except widow mines. They still suck, and that upgrade is worthless.
also does this mean thors have a single target mode for anti air? do they still have their original splash in explosive mode? If thors dont have splash, dealing with mutas will be impossible.
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k i like them terran changes, im happy :D mayb raven changes not that much, cauz i liked them splash but ok
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On December 06 2012 08:50 Necro)Phagist( wrote:Show nested quote +On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... WM hitting cloaked units was kind of retarded to begin with.... Hellbats got a buff with more splash they can wipe out chargelots even easier. All mech upgrades in one is fucking huge, being able to add in fully upgraded banshees and BC's late game could be crazy strong. Thor buff to take out tempests easier is good too. I won't argue now, may be you are right, i hope so. Must see a bunch of pro plays in the next few weeks to make things clear. Terran needs mech be viable, vastly needs. And i can see a potential here but still, it's just early to say that.
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On December 06 2012 08:54 urashimakt wrote: Just checking, but is the editor accessible in the beta now? I thought I remembered them saying the new editor would not be accessible until release.
editor has always been available
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On December 06 2012 08:48 aksfjh wrote:Show nested quote +On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... That's for the upgrade. Hmm... little mess up with the patch notes... if so, well it's great!
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Reaper Base speed increased from 2.95 to 3.375 Upgraded speed increased from 3.84 to 4.25.
i am seriously scared
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On December 06 2012 08:57 Darpa wrote: Holy shit, these are crazy.
Everything Terran has got massively buffed... except widow mines. They still suck, and that upgrade is worthless. Well, it's not worthless if you use them actively in engagements. Going to be really, really hard to use like that though.
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On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ...
It isn't the cost of the medivac that was increased it was the cost of the Caudecous Reactor upgrade.
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On December 06 2012 09:03 Vindicare605 wrote:Show nested quote +On December 06 2012 08:46 Sworm_MS wrote: Medivac: Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds. Actually it's not even a nerf, it's a huge phase out of bio usability. They combined air/mech upgrades yes, but T mech has not got any buffs vs P. (WM doesn't hit cloaked - nerf) So basically i think it's very disputable... but it's still beta ... It isn't the cost of the medivac that was increased it was the cost of the Caudecous Reactor upgrade. Yes, already mentioned, thanks, my wrong.
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Still only 6 pages? Thats depressingly low. Is SC really that dead?
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Wow, +66% medivac heal rate. DT shrine 100/100. Well it will help rushing and won't help lategame. Exactly what they didn't want to do. Widow mine still hits air. That makes me sad panda. ITs not getting upgrades, that's quite huge.
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On December 06 2012 09:01 a176 wrote:Show nested quote +On December 06 2012 08:54 urashimakt wrote: Just checking, but is the editor accessible in the beta now? I thought I remembered them saying the new editor would not be accessible until release. editor has always been available Yeah, I messed that question up. What I meant was: Are the Heart of the Swarm libraries available to the beta editor yet.
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On December 06 2012 09:07 CruelZeratul wrote:Still only 6 pages? Thats depressingly low. Is SC really that dead?  The fuck?
Most people don't even read the HOTS subforum, there's plenty of discussion on reddit at least.
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On December 06 2012 09:09 urashimakt wrote:Show nested quote +On December 06 2012 09:01 a176 wrote:On December 06 2012 08:54 urashimakt wrote: Just checking, but is the editor accessible in the beta now? I thought I remembered them saying the new editor would not be accessible until release. editor has always been available Yeah, I messed that question up. What I meant was: Are the Heart of the Swarm libraries available to the beta editor yet.
i dont know what you mean by this. all hots units and textures are available in the editor
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So ZvZ will become Muta only like in BW? Mutas are faster and Fungal can be dodged now.
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Finally a huge patch! Been waiting for a long time for these to be active for testing.
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On December 06 2012 09:16 CruelZeratul wrote: So ZvZ will become Muta only like in BW? Mutas are faster and Fungal can be dodged now.
Maybe Hydras will be viable vs Muta? They aren't gimped half their damage like in BW.
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Dark Shrine cost is now 100/100, down from 100/250 LMAO !!!!!! time to go back to dt rush every game xD
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so when exactly is patch 2.0.2 going live? HotS isnt letting me login so I'm excited
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On December 06 2012 08:50 a176 wrote:Show nested quote +On December 06 2012 08:49 Bareleon wrote: Can anyone please explain to me what the VR changes mean? Ty! VR does one base damage now with an ability that does +armor damage for a couple seconds, no more passive bonus to armor/massive units I think they still have the armored bonus, it looks like only the +20% vs massive was removed, so:
6 dmg + 4 vs massive + 6 from new skill = 16... with 2 attacks / second.... a total of 32 damage/s versus armored units... this is a 90% +buff to the old not charged armored dps.
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On December 06 2012 09:18 SarcasmMonster wrote:Show nested quote +On December 06 2012 09:16 CruelZeratul wrote: So ZvZ will become Muta only like in BW? Mutas are faster and Fungal can be dodged now. Maybe Hydras will be viable vs Muta? They aren't gimped half their damage like in BW.
nah they still have to run around base to base with buildings and ramps and shit in the way,
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Maybe now we can finally soft counter the curropter with phoenix with micro? FINALLY!!
At least I hope.
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Omfg....these is so game breaking lol
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On December 06 2012 09:36 FrodaN wrote: Omfg....these is so game breaking lol The more game breaking the better.
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Any idea as of when this goes live?
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LOL I love how Vortex doesn't even work on massive units ---- i.e. there is literally nothing worth considering to use it on. I get their point, but still, it should just be removed if it doesn't even act like a
Also, it is impossible to guess how this will effect the meta game for at *least* 2-3 months. These changes are so huge, it'll take a while for players to explore the options and various responses.
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They need more stuff for toss to "wow" the spectators and not be a boring race to play.
They had an ability to shut down defensive buildings... took it out. They had a cloak ability (not counting the stupid mothership)...took it out.
Those two above would be amazing to see.
Cloak needs to come back and how about the Graviton Beam can shut down defensive building and it also cannot detect but the Phoneix has to stay there and energy gradually goes down then when the Phoneix moves again, the affects stay on the building for 3 sec.
I would also like to see upgrades for DTs on the Dark Shrine.
Plus, a cost reduction on the DTs and/or a Templar Archives alone can unlock DT tech.
And Oracle harassing a terran? Lol ok, hello 9 range viking! No wonder why it was easier to harass terran in BW...
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So proud. This Daft Punk song came to mind as soon as I read the changes:
Buy it, use it, break it, fix it, Trash it, change it, mail - upgrade it, Charge it, point it, zoom it, press it, Snap it, work it, quick - erase it, Write it, cut it, paste it, save it, Load it, check it, quick - rewrite it, Plug it, play it, burn it, rip it, Drag and drop it, zip - unzip it, Lock it, fill it, call it, find it, View it, code it, jam - unlock it, Surf it, scroll it, pause it, click it, Cross it, crack it, switch - update it, Name it, rate it, tune it, print it, Scan it, send it, fax - rename it, Touch it, bring it, Pay it, watch it, Turn it, leave it, start - format it.
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Russian Federation4295 Posts
Can be downloaded now. 4.41 GB
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4.74GB for me, wtf, why so big?
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EDIT: still can't log in but patch downloadable.
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On December 06 2012 11:23 AfricanPsycho wrote: 4.74GB for me, wtf, why so big?
My reaction exactly LOL.
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Oh Snap ^_^. Thank you Blizzard. This is gonna be exciting.
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hsm losing it's aoe makes it really.... bad. verses broodlord corruptor infestor...
as well as makes it so you can't use hsm to get rid of big baneling clumps that is so cool to see explode like that D:
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On December 06 2012 14:11 zhurai wrote: hsm losing it's aoe makes it really.... bad. verses broodlord corruptor infestor...
as well as makes it so you can't use hsm to get rid of big baneling clumps that is so cool to see explode like that D: Except HSM in its WoL form should never work against BL/infestor/corruptor b/c it's outranged by fungal and doesn't work if Zerg splits their units.
Now one HSM is a guaranteed BL kill, and it out-ranges fungal. I think it's much, much better against broodlord/infestor than before.
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On December 06 2012 07:22 SpiZe wrote:I like how I can't find any balance patch notes anywhere  lol
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On December 06 2012 09:30 a176 wrote:Show nested quote +On December 06 2012 09:18 SarcasmMonster wrote:On December 06 2012 09:16 CruelZeratul wrote: So ZvZ will become Muta only like in BW? Mutas are faster and Fungal can be dodged now. Maybe Hydras will be viable vs Muta? They aren't gimped half their damage like in BW. nah they still have to run around base to base with buildings and ramps and shit in the way, So do marines...
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now that tempest don't deal bonus massive damage anymore, I think they can bring back the range upgrade.
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I dont understand the medivac buff. Always seemed like a balanced unit to me .
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So whats the difference between high impact payload and explosive? High impact i'm assuming is 24x2, a little more range so its better vs blords?
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Russian Federation4295 Posts
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Northern Ireland25094 Posts
@OP
Was actually curious, does your post include everything for this patch? I think there may be unlisted changes, such as Carrier Leash micro that it might be good to include. I'm not sure though if certain things have just come about for this patch, or have existed for a while
Things such as a 'Hide Build Order' which are great!
I say this because, tbh I wasn't all that happy with the game changes 100%, but ALL the UI changes etc are really great. It's given me a lot more positivity, even the small things are all great changes.
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Next to the undocumented carrier feature (mentioned above already) there's another undocumented (albeit small) change: On the graphs after a match the 'workers created' graph has been changed to a 'workers active' graph. This is way more useful (and was actually one of the points in my 'to-report list', that's why I immediately noticed :-) than the previous one !
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Northern Ireland25094 Posts
Nice change! Perhaps more useful data for us stat freaks for sure
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On December 07 2012 00:17 BigAsia wrote: So whats the difference between high impact payload and explosive? High impact i'm assuming is 24x2, a little more range so its better vs blords? Flat 24 damage means 24 damage no 2x24 damage. With this thor is better vs non light flying units.
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