2. -1 sec to duration of sentry force field.
3. Spawn larva capped to 7 max per hatchery.
4. -10 to broodling hp.
5. -1 to thor anti air range
Forum Index > SC2 General |
daywiss
United States83 Posts
2. -1 sec to duration of sentry force field. 3. Spawn larva capped to 7 max per hatchery. 4. -10 to broodling hp. 5. -1 to thor anti air range | ||
deo.deo
135 Posts
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GoDannY
Germany442 Posts
On April 21 2010 05:28 deo.deo wrote: you can always tell what race each poster is playing :D Absolutely (okay I'm biased myself as well but this is just a fun thread isn't it)? | ||
[UoN]Sentinel
United States11320 Posts
On April 21 2010 05:28 deo.deo wrote: you can always tell what race each poster is playing :D Don't tempt me. 1. Motherships can be massed. 2. Void rays have 4 levels of attack, 5, 10, 30, and infinity. 3. Carriers can make 32 interceptors. 4. Zealots can get Adrenal Glands. 5. Colossi have 1000 HP. | ||
Scope
Sweden147 Posts
2. Ultralisks made able to swat fliers from the air, like a reverse Phoenix. 3. Sentrys can no longer attack. 4. Hunter Seeker Missile moved from Raven to Overlord. 5. New Zerg ground unit, the Zerg Troll. Builds from Hatchery or randomly spawns under bridges. Calls for Protoss nerf. Self-references. | ||
k!llua
Australia895 Posts
Marine build time decreased by 2 seconds. Raven build time decreased by 5 seconds. HSM ability no longer requires Fusion Core to be researched. Siege Tank cost reduced from 150/125 to 150/100. | ||
m3rciless
United States1476 Posts
On April 21 2010 05:11 [UoN]Sentinel wrote: 14. Storm no longer stacks. Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive. Edit: typo | ||
Sandrosuperstar
Sweden525 Posts
On April 21 2010 04:57 Liquid`NonY wrote: Show nested quote + 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! ´ So funny :D | ||
randomnine
United Kingdom56 Posts
2. Phoenix build time reduced to 35s. 3. Immortal bonus against armoured reduced to +25. HP increased to 240. 4. Tech Lab build time increased to 35s. 5. Tank bonus against armoured in mobile mode increased to +15. Justification: 1. Forcefield loses value as a ramp block after the early game and becomes counterable by units with limited or no use atm against Protoss - reapers and banelings - increasing unit diversity. Armour means it holds its value vs zerglings. 2. Makes the very situational phoenix easier to build on demand without changing its combat balance. 3. Take the micro focus off Immortals a bit by reducing the speed at which they influence battles. 4. Slow down reaper harass by 10s. Make reactors and thus marines relatively a bit more viable. 5. Make unsieged tank useful in more situations, strengthening factory tech. | ||
spinesheath
Germany8679 Posts
On April 21 2010 05:28 deo.deo wrote: you can always tell what race each poster is playing :D On April 21 2010 03:10 spinesheath wrote: 1. Immortal bonus damage reduced to 25 (obvious) 2. Marauder HP reduced to 100, Marauder Stim HP drain reduced to 15 (from 20 I think?) 3. Spawn Larva now spawns 3 Larvae at a time (I hate the new spam drones style) 4. Broodling base damage reduced to 2, Broodling movement speed reduced by 50% 5. Void Ray speed upgrade replaced with a range upgrade (to deal with Broodlords and Collossi) What race am I playing? | ||
iounas
409 Posts
* replaced all unit attack sounds with "terrible terrible damage" sound effect * new unit "tl admin" with autocast ability to ban all enemy units that dont provide 8 well thought out reasons of why they should be allowed to live | ||
DrivE
United States2554 Posts
2. Storms have an increased radius <--- omg plzzz 3. Roaches now cost 2 supply 4. Warpgates now in templar tech. 5. GALAXY EDITORR WOOOOH | ||
[UoN]Sentinel
United States11320 Posts
On April 21 2010 05:34 m3rciless wrote: Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive. Edit: typo I thought the whole reason they were nerfing it is because it stacks now. | ||
iounas
409 Posts
On April 21 2010 05:43 [UoN]Sentinel wrote: Show nested quote + On April 21 2010 05:34 m3rciless wrote: On April 21 2010 05:11 [UoN]Sentinel wrote: 14. Storm no longer stacks. Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive. Edit: typo I thought the whole reason they were nerfing it is because it stacks now. no.. they are nerfing it because as a side effect to pretty animation it deals damage. | ||
zaldinfox
Canada60 Posts
2. Immortal shield +50 3. Immortal damage mechanic revamped: 25 (+2) +15 vs Armored (+3) 4. Infested Terran "build time" halved / spawns two units 5. Thor ability requires upgrade | ||
Cyph
Canada3 Posts
2. Force field costs 75 energy 3. Phoenix cost reduces by 50 minerals 4. Archon range increased by 1 5. Infestor cost reduced by 25 gas and 25 minerals | ||
PGHammer
United States132 Posts
2. OTOH, I expect Void Rays (and possibly Phoenixes) to get a buff (to boost the Protoss airgame, esp. vs. Mutas). 3. Speaking of Mutas, expect a nerf there. 4. Roaches can expect a nerf (though not as much as Mutalisks will get). 5. Expect some balancing with mineral/gas-gather units (SCVs/drones/Probes) so that each race has the same initial gather rate. Yes; I am predicting that the buffs/nerfs will concentrate on Protoss and Zerg. The Mutalisk nerf is because they are a real nightmare to counter (for either Protoss or Terran as it stands) even heads-up in the air (and it doesn't help that any Terran/Protoss air counters are not buildable until much later than Mutalisks). For those same reason, I'm expecting a buff for the Void Ray (and possibly the Phoenix) so either or both can be used to counter Mutalisks (or a Muta/Hydra air-land combined rush). Roaches can be countered with Zealots (and Immortals to an extent), though it now requires two Immortals for each Roach (or four Zealots); any nerf would bring Immortals and Roaches to even-up. The balancing for basic units is so that unit direction, not initial racial choice, will determine resource gather rates. | ||
eternalgamer
Canada11 Posts
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blubaer
Sweden2 Posts
2.Immortals now has to upgrade the shield in "Forge" for 50/50 with a 50 sec building time. 3.Forcefield's size has been reduces to 1 instead of (2)? 4.Emp now only removes to 50% of the shield so if a unit has 100 in shield and emp is make he has 50 left and it doesn't stack. 5.Archons basearmor increased to 4 and attack now bounces like mutalisks but has no splash. | ||
GsOne
Poland164 Posts
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them. I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason. | ||
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