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1. The Sentry's Force Field ability now acts as a small building, requiring a 1x1 grid area to place. 2. The Phoenix's Graviton Beam ability is no longer channeling and the duration has been reduced to 7 seconds down from 10. 3. The Reaper no longer passively jumps up and down cliffs, requiring the Nitro Pack upgrade which also increases the Reaper's movement speed. The cost and time of the Nitro Pack upgrade is unchanged. 4. The Ultralisk now has the passive ability "Towering Stature" allowing the Ultralisk to ignore collision from 1-supply units such as zerglings, marines, and roaches. 5. The Infestor's "Neural Parasite" ability is no longer channeling and now costs 75 energy and lasts 10 seconds.
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- Buff to supply drop (less energy or adds additional hp/armor)
- Buff to infestor (Infested Terran reworked)
- Forcefield energy up to 75
- Hallucination Energy up to 75
- Ultralisk buff (cost reduced)
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Marauder slow research reduced by 30 sec Marauder slow research costs 100 100 Reduced broodling damage Spawn larvae now spawns 3 sentry ff is 75 energy shield 50 psi storm is now channeled ability (disabling templar for duration) targeted on a single pixel protoss removed from the game
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On April 21 2010 02:54 shmoo wrote: Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.
says the guy with only 10 posts
other than the obvious 3v3 and 4v4 maps and hopefully galaxy editor
i predict nerf to siege tanks and banshees
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Sentry - reduced maximum energy to 150. Stalker - Increased bonus dmg vs armored from 4 to 6 Immortal - Reduced bonus dmg vs armored from 30 to 20 Siege Tank - Reduced gas cost from 125 to 100 Broodlord - Broodlings no longer deal dmg.
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1 -- ultralisk collision size reduced 2 -- broodlord damage reduced 3 -- sentry forcefield energy cost up (probably trading places with guardian shield) 4 -- infested terran spawns faster 5 -- archon combine time reduced
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Forcefield "uncastable" on units. (as pointed by cheAse) Neural Parasite constantly consuming energy (as cloak). Unsieged tank's attack rate slowed down a bit. Starport build time upped by a little, like 5 more "seconds" to build. Broodlord hitpoints reduced.
Not sure something will be done to tier 3 units and building though cause I think it'll be done in a later patch.
This thread will have to deal with troll so soon...
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Stalker damage up 2 Immortal base damage increased by 5, bonus damage decreased 10 Siege tech decreased by 25/25 Roach armor reverted to 2, damage down by 4 Pheonix attack cooldown reduced 0.5 seconds
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On April 21 2010 03:16 Tdelamay wrote: 1. Roach supply cost increased to 2 2. Sentry's forcefield cost increased to 75 3. High templar's psystorm radius reverted to previous patch 4. Broodlord health decreased to 220 5. Tank's gas cost reduced to 100 6. pvz now has a new victory condition: Survive 12 minutes. Victory is granted to any protoss that lasts this long.
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I like this idea.
1. Forcefield energy up to 75 2. Broodlord fire rate reduced by 10% 3. Storm damage increased from 80 to 95 4. Roach creation time increased by 15% 5. Ultralisk has default armor of 2 instead of 1
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On April 21 2010 03:19 s2pid_loser wrote:Show nested quote +On April 21 2010 02:54 shmoo wrote: Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread. i predict nerf to banshees No way.. They dont nerf something they previously buffed or otherwise, even if it makes sense.. Mothership will be laughing stock when sc2 is released.. It is destined..
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why r ppl excepting tank to get buffed? i think that unit is absolutely amazing in tvz and tvt i think its more likely that the toss units r good vs the tank rather than the tank being a bad unit imo
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- Force fields have 150 hp and can be destroyed - Reaper speed reduced by .1 - All Infester spell ranges increased by 1 - Roach tunneling speed increased to 1.6 - Marauder build time increased to 35 seconds
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1) Stalker build time decreased by 5 seconds. 2) Immortal bonus damage vs. armored reduced by 10. 3) Tank siege time reduced by 1 second, armor increased by 1. 4) Ventral sacs research cost decreased to 100/100, research time decreased to 100 seconds. 5) Opponents who have not scouted a Sensor Tower cannot see its radius. Once the Sensor Tower is spotted, the radius appears and stays until the Tower is destroyed.
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1. psi storm no longer works vs M&M 2. phoenix damage cut by 50% 3. tanks can stim 4. roach upgrades have no effect 5. zergling -10 hp
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On April 21 2010 03:24 spinesheath wrote:Show nested quote +On April 21 2010 03:16 Tdelamay wrote: 1. Roach supply cost increased to 2 2. Sentry's forcefield cost increased to 75 3. High templar's psystorm radius reverted to previous patch 4. Broodlord health decreased to 220 5. Tank's gas cost reduced to 100 lasts this long. 6. pvz now has a new victory condition: Survive 12 minutes. Victory is granted to any protoss that
Hey, it says to post 5. If there was 6 and 7, you wouldn't be complaining about pvz imbalance ;P
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1. Forcefield energy cost increased to 75. 2. Immortal Bonus damage to Armored decreased by 5. 3. Immortal Build time increased by 10 seconds. 4. Ultralisk now ignore collision with non-massive units. ( Similar to colossus ) 5. Broodling damaged decreased by 2.
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1. Phoenix attack speed increased by 0.5 and Graviton Beam can now disable air units. 2. Psi Storm aoe reverted back to original size of 2 (if memory serves) and Feedback is changed to a new spell. 3. Archon now has Feedback instead of Templar, and starts with 2 shield armor. 4. Warp Gate cost increased to 75/75 5. Siege tank cost changed to 175/100
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1 - Forcefield duration decreased to 10 seconds. 2 - Broodlords will now spawn 1 Broodling on each attack. 3 - Planetery Fortress reduced to 35 damage. 4 - Banshee requirements increased to 150 gas. 5 - Phoenix base damage increased to 7.
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1. Stalkers can now blink up cliffs 2. Burrow now costs 50/50 (like warp gate) 3. Roaches now take up two supply 4. Roaches now have health decreased 5. Burrowed Roach Regen rate increased 6. Changed Corruption spell of Corrupter, Now when a building is corrupted it will remain corrupted until the enemy attacks the corruption. The corruption will have 100 hp biological. 7. Infestor neural parasite range increased like it was before. 8. Marauder movement speed decreased. 9. EMP now has a short animation of it being fired, maybe 0.5 seconds 10. Storm damage increased but over more time 11. Archon attack and range increased 12. Archon spell added which steals ally units energy to refill its shield(maybe enemy units too? idk) 13. pheonix are now quite a bit cheaper 14. Templar archives now allows you to build both DT's and HT's 15. Dark Shrine has been removed 16. Overlords can detect again 17. Overseer's have greatly increased vision, (better scouting, great for nydusing) 18. Tanks are now cheaper 19. Tank attack increased 20. Reaper damage to buildings reduced 21. Amount of stored energy possible in CC's decreased(late game, just mass mule at new base is too good atm) 22. Viking transform animation made faster 22. Viking AA range decreased 23. Viking ground attack increased 24. Banshee health decreased 25. Banshee attack decreased 26. Infestor spawn infested terran spell duration increased. 27. Broodlord health decreased 28. Broodlord no longer attacks with two broodlings on first attack 29. Baneling morph cost increased 30. Baneling attack increased(one baneling at the mineral line will kill workers if no defense upgrade) 31. Ghost snipe range increased 32. Mothership has been removed 33. Arbiter, or some other air caster for toss has been added. 34. Arbiter has normal recall and stasis 35. Upgrade for arbiter to allow bigger mothership recall 36. Thor cost increased 37. Thor now built by scv 38. Speed upgrade for phase prism made cheaper 39. Charge now 150/150 like blink 40. Hellion attack increased 41. Supply drop now adds hp and armor to supply depos
Things that i think would be sweet:
1.first person to type gg, all your buildings explode (seriously, wouldn't that be amazing?!)
2.When a nuke is produced in the ghost academy, if the ghost academy is destroyed, BOOM, so you gotta be careful. Ghost academy would look completely different when nuke is available so you can recognize it quickly. Would make terran place them away from their mineral line as an immortal drop would pwn. Could also be useful for defense to keep on your choke, and if enemy is running in with alot of units, just kill ur ghost academy and BAM. Would be pimp.
3.More things like the /dance commands for all races.
thats all i can think of atm
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