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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. 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.
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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
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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 thispsi 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
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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)
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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 thispsi 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
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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.
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-World Editor -Ladder Reset -Mac Beta 3-4 days after -Concussive shot research time decreased -Concussive shot research cost decreased
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8748 Posts
You won reading lessons!
1) List exactly 5 (no more no less) balance changes that the patch will bring.
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So just a question. How many people who posted in this thread have even played the beta?
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- 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.
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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.
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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
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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.
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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
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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.
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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.
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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 !
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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 >.>
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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.
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