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Patch Notes Contest - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 15 16 17 Next All
RogerChillingworth
Profile Joined March 2010
2840 Posts
April 20 2010 19:45 GMT
#81
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.


says the guy with only 10 posts




Ugh. How can people make this mistake over and over.

Yeah he has 10 posts, but he's not making the thread. See the difference? ><

On topic: I liked Liquid`Drone's post and, in light of it, am glad that this patch is taking a couple of weeks. It's really difficult to say what's going to be changed. The trend has been that the big "nerf outcry" from the community gets attention after a while. And I think it's really about time the immortal get's changed to 30 (+5) vs armored or 25 (+15) or something along those lines. It's the hardest hard counter in the game and the fact that its outlasted the marauder and roach nerfs is somewhat surprising.

Other than that, I'd say give the game some more time. I think these marauder, roach and immortal builds will slowly get passed on to creativity. Possibly reduce how beefy they [marauder/roach] are, but don't mess with the supply (as some people have been suggesting). I'd say the best thing about the roach right now is that it costs 1 supply. But I could be painfully wrong.

I kind of wish the viking wasn't so air based. I like the unit for the most part, but it'd be nice to see "assault mode" not just for the occasional drone harass on Kulas Ravine. As it stands, no one would make them for the effects of a supplemental ground force due to their cost and excellent viability in ship form, so perhaps it'll remain wishful thinking until some other creative uses roll around.

I'd say that, by "Legacy of the Void" (the second expansion), this game's edges will have been smoothed. Not only by years of testing, but with new units and abilities to fill in the cracks.

aka wilted_kale
Unstable
Profile Joined February 2010
Sweden64 Posts
Last Edited: 2010-04-20 19:49:27
April 20 2010 19:47 GMT
#82
1. Reaper build-time increased from 40 to 45
2. Sentries' Force-field cost increased from 50 to 75 energy
3. Brood lords attack range decreased from 9 to 7
4. Immortals damage decreased from 20 (+30 to armored) to 20 (+25 to armored)
5. Marauders health decreased from 125 to 115
If it involves luck, skill and money ... Im probably already playing it.
agleed.agleed
Profile Joined March 2010
Germany110 Posts
April 20 2010 19:49 GMT
#83
On April 21 2010 04:30 NiiPPLES wrote:
Show nested quote +
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.


that's totally hilarious
tso
Profile Joined April 2010
United States132 Posts
April 20 2010 19:50 GMT
#84
1] zerglings +1 speed
2] roaches -1 speed
3] transfusion costs 25E
4] blink cooldown 2/3 of what it is (cause stalkers are awesome)
5] hallucinated units require appropriate tech building for units that require tech beyond the production building (say immortal but no colossus at t2)
...
EnvoYofAiuR
Profile Joined October 2002
Netherlands71 Posts
April 20 2010 19:51 GMT
#85
you made me laugh LOL

On April 21 2010 04:49 agleed.agleed wrote:
Show nested quote +
On April 21 2010 04:30 NiiPPLES wrote:
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.


that's totally hilarious

Conquer, but dont triumph
Luga
Profile Joined April 2010
52 Posts
April 20 2010 19:51 GMT
#86
Sentry cost up by 15 minerals
Sentry forcefield energy up to 75 (it's a reasonable number, and many seem to agree)
Broodlings from Broodlords needs to be researched.
Phoenix dmg increased by 2
Phoenix cost increased with 15 minerals.
... What do I say?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 20 2010 19:52 GMT
#87
-World Editor
-Ladder Reset
-Mac Beta 3-4 days after
-Concussive shot research time decreased
-Concussive shot research cost decreased
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-20 19:53:10
April 20 2010 19:52 GMT
#88
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2010-04-20 19:58:09
April 20 2010 19:57 GMT
#89
On April 21 2010 04:52 Archerofaiur wrote:
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394

You won reading lessons!

1) List exactly 5 (no more no less) balance changes that the patch will bring.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 20 2010 19:58 GMT
#90
So just a question. How many people who posted in this thread have even played the beta?
i-bonjwa
Whyx
Profile Joined April 2010
United States73 Posts
Last Edited: 2010-04-20 20:10:14
April 20 2010 20:03 GMT
#91
- Gave reapers a slight cooldown (1-3 seconds) for cliff jumping
- Reduced roach armor to 0 ---> Created research similar to Chitinous plating for ultralisk, but for roach warren (100 minerals/gas, 120 build time, +2 armor)
- Removed 'bonus' armor type damage
- Protoss may now warp units on top of collosi in order to attack air units better. If the collosi dies, the unit dies.


The Golden Sun will rise again...
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 20 2010 20:04 GMT
#92
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.

"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 20 2010 20:04 GMT
#93
On April 21 2010 04:52 Archerofaiur wrote:
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394



As for balance changes in the patch, I'm told that Marauders will be buffed a bit following the "over-nerf" they received in Patch 8, according to lead designer Dustin Browder.

Marauder will be buff o.O

As a terran, i feel it weird because he is ok now
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Trilogie
Profile Joined March 2010
United States21 Posts
April 20 2010 20:05 GMT
#94
Really getting tired of people wanting to nerf the roach even more, get over it, learn to beat them. Terran and Toss both have units who +dmg to armored and zerg dont, USE THEM.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 20 2010 20:09 GMT
#95
Immortal- build time incerased
Concussive Shells Build time decreased
Concussive Shells Cost Decreased
Sentry Forcefield duration decreased / Sentry Forcefield mana increased
Roach HP increased by 10
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2010-04-20 20:20:42
April 20 2010 20:11 GMT
#96
1. Gateways no longer make Warp Gates.
2. Immortals have bad pathfinding.
3. Immortals no longer make force fields.
4. Phoenix's spell changed to Disruption Web.
5. Void Ray's attack reduced to 10.
6. Scout reintroduced.
7. Void Ray gains Stasis and Recall abilities.
8. Observer requires Observatory to produce.
9. Observer's cost changed to 25//75.
10. Warp Prism no longer has the Pylon Function.
11. Void Rays need a Void Ray Tribunal to be built.
12. Reaver reintroduced.
13. Dark Archon reintroduced.
14. Storm no longer stacks.
15. Storm's radius increased.
16. Storm's damage increased to 112.
17. Chrono boost removed.
18. Photon cannons' HP and shields reduced to 100.
19. Sentry removed.
20. Stalker removed.
21. Immortal now produces from Gateway.
22. Blink ability removed.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
link0
Profile Joined March 2010
United States1071 Posts
April 20 2010 20:12 GMT
#97
1. Sentry Guardian Shield costs 100 energy.
2. Sentry FF costs 75 energy.
3. Immortal build time increased by 5 seconds.
4. Tanks cost 175/100.
5. Scans cost 25 energy.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
MisterAlex
Profile Joined April 2010
Belgium16 Posts
April 20 2010 20:13 GMT
#98
1. Sentry : Damage has been decreased from 8 to 6.5
2. Sentry : Force Field : The duration of this ability has decreased from 15 to 8
3. Sentry : Force Field : The energy cost of this ability has increased from 50 to 100
4. Hydralisk : Damage has been decreased from 12 to 10
5. Pylon no longer provide energy to buildings who are not on the same ground level

Thx to the TL for the contest !
DoomBacon
Profile Joined February 2010
United States165 Posts
April 20 2010 20:22 GMT
#99
1. Force field energy up to 75
2. Force field now requires research from the twilight council (120 seconds 150/150)
3. Thor's now use ranged attack versus the colossus if out of range of ground attack
4. Immortal build time up to 50 from 40
5. Marauder concussive shell research time down to 60 and cost down to 50/50

--
1-4 are more things I hope will happen than things I expect to >.>
/boggle
AeroGear
Profile Joined July 2009
Canada652 Posts
Last Edited: 2010-04-20 20:35:21
April 20 2010 20:25 GMT
#100
What are some things I'd like changed...!

1. Tank cost/food count reduced but siege damage lowered.
2. Reapers made viable mid/late game and not just as a cheese or early harass strat unit.
3. HSM damage slightly lowered
4. non defensive buildings gain 10-15% durability (Planetary fortress splash reduced too X_X)
5. Destructible FF
6. Hardcounters slightly toned down.

Very vague I know >_> Just seems like fights are insanely fast currently.

Would also like some zerg lair or hive tech to place a "dark swarm" over a small definited area of your base, sort of like a fog that prevents scouting from comsat/observer, as a way to hide zerg tech.

Hallucination made cheaper as well, as of now its useless.
Driven by hate, fueled by rage
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