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Patch Notes Contest - Page 4

Forum Index > SC2 General
Post a Reply
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lolreaper
Profile Joined April 2010
301 Posts
April 20 2010 19:15 GMT
#61
On April 21 2010 04:05 c.Deadly wrote:
Protoss

- Warp gate research moved to Citadel of Adun (50/50), research time decreased from 140 to 120
- Force Field is now an upgradeable ability from the Cybernetics Core (100/100, research time 140)
- Hallucination research time decreased 110 -> 100, Hallucination energy cost decreased to 75

Terran

- Reaper build time increased 40 -> 45

- Tech lab build time increased 25 -> 30
- Siege tank and Thor pivot speed slightly increased =D

Zerg

- Brood Lord armor decreased 2 -> 1

cant imagine reapers building any longer than now lol
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
April 20 2010 19:16 GMT
#62
1. Forcefield nerfed in some way
2. Roach supply increased to 2
3. Broodlord nerf
4. Tanks buffed
5. And just a Lot of the +dmg to armored nerfed/changed.
no dude, the question
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 20 2010 19:20 GMT
#63
My Predictions:

1. Marines gain the ability to "go prone," greatly reducing movement speed but increasing damage by 2. proning and unproning is nearly immeadiate and causes a 25% miss rate from ranged ground units, but increased damage from air units and coloxen.

2. To increase realism, Marines and Mauraders lose the ability to /dance and /cheer, but gain the ability to fart, groan, howl, sit dejectedly on the cliffside.

3. Instead of placing a stationary forcefield, sentries can emit a directional forcefield that pushes units out of the way for a short distance and then dissapears. Still reduces dps of massed armies, but cannot trap them. Good for clearing ramps but less good for holding them. Blocked by massive units, passes under coloxen.

4. To make archons viable, they gain a robe and wizard hat, exponentially increasing their charisma.

5. Increase phoenix movement speed, armor, damage, and allow them to levitate entire armies. Give them passive cloaking and let them shoot flame missiles which light bio units afire and saps their hp (like irradiate). When you kill a phoenix you create an indestructible pile of ash that will morph into a larger and even more powerful phoenix, which can only be countered by Flash.
alexanderzero
Profile Joined June 2008
United States659 Posts
April 20 2010 19:21 GMT
#64
On April 21 2010 04:15 lolreaper wrote:
Show nested quote +
On April 21 2010 04:05 c.Deadly wrote:
Protoss

- Warp gate research moved to Citadel of Adun (50/50), research time decreased from 140 to 120
- Force Field is now an upgradeable ability from the Cybernetics Core (100/100, research time 140)
- Hallucination research time decreased 110 -> 100, Hallucination energy cost decreased to 75

Terran

- Reaper build time increased 40 -> 45

- Tech lab build time increased 25 -> 30
- Siege tank and Thor pivot speed slightly increased =D

Zerg

- Brood Lord armor decreased 2 -> 1

cant imagine reapers building any longer than now lol


Yeah I can't really imagine a reaper nerf at this point. Reapers can be annoying early game, but they aren't that hard to defend against.
I am a tournament organizazer.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 20 2010 19:22 GMT
#65
Predictions:
1. Immortal will have its build time increased by 15 seconds.

2. Tank cost reduced from 150/125 to 125/100.

3. Infestor will see another re-tool of Neural Parasite. I predict a 2 range increase, while implementing a slightly longer time to cast.

4. Brood Lord gas cost down 25, rate of fire slower by 65%.

5. A race wide increase of structure hit points by 25% (except defensive structures).

Rationale:
1. Chrono Boosted Immortals simply come out incredibly fast and the likely place Blizz will look for a nerf is build time.

2. Tank build time decrease helped, but they are still too costly on resources, especially with the basically essential Reaper opening.

3. The main issue with Infestor and NP is the fact that they must be brought to the front lines to get a cast off. A range increase will help make this easier, the increased time to cast will also allow them to be noticed by the opponent making countering them still very possible.

4. Getting Brood Lords as a counter to mass ground as Zerg is often too gas costly to do effectively. Gas decrease will make this more viable for Zergs, meanwhile a substantial rate of fire decrease (over half as slow as they attack now), will make out-right mass Brood Lords more balanced.

5. Buildings simply die too fast to T1.5 pushes, a HP increase is likely to happen.
i-bonjwa
Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 20 2010 19:23 GMT
#66
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.


To be honest, it's an impressive post for a person with only 4 posts.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
kidcrash
Profile Joined September 2009
United States624 Posts
April 20 2010 19:23 GMT
#67
1. Force field energy cost increased to 75.
2. Immortal build time increased to 50 seconds.
3. Warp Gate upgrade increased to 100/100 cost.
4. Ultralisk starting armor increased from 1 to 2.
5. Reactor build time decreased to 40 seconds.

Really liked the idea of being unable to cast force field directly on units but I thought about it real hard and I changed my mind on that idea. Force field would only be used to block ramps at that point. Battles would turn into fumbling around for 3-4 wasted second trying to find a location to place it, and finally ending up settling for a pointless spot which has little to no effect on the outcome of the battle.

Sure you could use it preemptively but no one is going to attack head on into it if they see FFs up. Gives the spell very little offensive purpose and makes the ability only used for a camp fest.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
April 20 2010 19:25 GMT
#68
Reaper gas cost increased to 75.
Broodlord hp reduced & broodling damage & health reduced.
Phoenix's attack & health increased.
Infestors range increased & spawn infested terran / reworked / removed / (model made decent).
Carriers health inceased.
Hasta La Victoria Siempre | 톤
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
April 20 2010 19:26 GMT
#69
1. Cost of Concussive Shells for Marauder reduced to 50/50 Min/Gas and time to research reduced to 40 seconds.
2. Energy cost of Forcefield increased to 75
3. Siege Tanks food cost reduced to 2
4. SCVs gain 2 bonus armour when constructing a building
5. Reactor build time reduced to 40 seconds
That boys a monster
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 20 2010 19:28 GMT
#70
On April 21 2010 03:02 Thamoo wrote:
1. Hydralisk health reverted to 90.
2. Force field energy cost is now 75
3. Warp gate tech cost increase to 100/100
4. Thor's air damage no longer deal bonus damage to light units
5. Neural parasite's range is now 8.

I'm pretty sure this is a zerg player
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 20 2010 19:30 GMT
#71
1) Force field only keeps your units from moving through.
2) Immortals take 50 bonus damage from terran units.
3) Reapers have a 5% chance to go rogue and start killing your scvs.
4) Roach armored reduced to -50.
5) Units now all automatically attackmove from your base to theirs and cannot be controlled.
Half man, half bear, half pig.
NiiPPLES
Profile Joined April 2010
United Kingdom201 Posts
April 20 2010 19:30 GMT
#72
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


This would be the best game ever.
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-04-20 19:32:51
April 20 2010 19:32 GMT
#73

On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


How did I miss this post. This is the single best thing I've ever read on TL. Also that image is my desktop =P
Half man, half bear, half pig.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
April 20 2010 19:35 GMT
#74
Here's my entry

1. Hydralisk Speed Upgrade avaliable at Hydra Den for 150/150
2. Sentry's Forcefield spell is now a channelling spell.
3. Colossus range upgrade to 8 instead of 9, damage reduced by 5
4. Marine build time reduced by 4 seconds
5. Reduce armour of Broodlords by 1
jewce
Profile Joined May 2009
United States68 Posts
April 20 2010 19:35 GMT
#75
1. Observers now require robotics bay.
2. Price of robotics bay decreased by 25m/50g
3. Thor's ground damage reduced to 40 per attack.
4. Overseer upgrade gas cost reduced by 25.
5. Spawn larva now only spawns 3 larva, but has a 10 second reduced cast time.
Nothing but a worthless waste of breath.
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 20 2010 19:36 GMT
#76
1) Ultralisks will have slightly better pathing or possibly 2 armour to start.
2) Roach will probably have a regen change, perhaps regaining some regen at hive above ground, or via burrow being cheaper or something.
3) Turret will lose a hair of damage. Not a ton, but just a bit.
4) Brood lords will lose something small, like perhaps broodlings will do 1 less damage, or their armor will decrease by 1, or they will lose 50 hp.
5) Infestor will get infested terran buffed beyond belief, against all the wishes of every zerg player in existence.
Fanciful
Profile Joined March 2010
United States59 Posts
April 20 2010 19:37 GMT
#77
1.stalker build time will be slightly increased
2.planetary fortress will have a splash damage reduction
3.broodlord attack speed will drop slightly
4.the sentry will have less energy
5.Thor's will have a longer cool down on air and ground attacks

crossing my fingers that this is the release of MAC beta!
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
Last Edited: 2010-04-20 19:38:18
April 20 2010 19:37 GMT
#78
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


hope someone makes this happen with the editor :D
Orpheos
Profile Joined April 2010
United States1663 Posts
April 20 2010 19:41 GMT
#79
On April 21 2010 04:23 Jugan 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.


To be honest, it's an impressive post for a person with only 4 posts.


hmm do i sense a beta key scholarship attempt?
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
April 20 2010 19:41 GMT
#80
1. Forcefield energy now costs 75 up from 50.
2. Stalkers can no longer blink up destructible rocks.
3. Broodlings deal 1 less damage.
4. Thor repair rate slightly reduced.
5. Cannons now take 10 more seconds to construct.
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