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Patch Notes Contest - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 17 Next All
daywiss
Profile Joined March 2010
United States83 Posts
April 20 2010 20:27 GMT
#101
1. +10 sec to immortal build time.
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
Profile Joined April 2010
135 Posts
April 20 2010 20:28 GMT
#102
you can always tell what race each poster is playing :D
GoDannY
Profile Joined August 2006
Germany442 Posts
April 20 2010 20:31 GMT
#103
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)?
Team LifeStyle - it's more than a game
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 20 2010 20:31 GMT
#104
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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Scope
Profile Joined February 2009
Sweden147 Posts
April 20 2010 20:32 GMT
#105
1. Reapers remade, now places timed destructable bombs for massive damage to buildings and armoured. Build time and hp increased.
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.
I think therefore I win
k!llua
Profile Blog Joined March 2010
Australia895 Posts
April 20 2010 20:32 GMT
#106
Terran

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.

my hair is a wookie, your argument is invalid
m3rciless
Profile Joined August 2009
United States1476 Posts
Last Edited: 2010-04-20 20:34:51
April 20 2010 20:34 GMT
#107
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
White-Ra fighting!
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
April 20 2010 20:35 GMT
#108
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!

Show nested quote +
1) List exactly 5 (no more no less) balance changes that the patch will bring.

´
So funny :D
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
randomnine
Profile Joined April 2010
United Kingdom56 Posts
April 20 2010 20:35 GMT
#109
1. Forcefield made destructible with 200hp and 2 armour. Vulnerable to anti-building attacks.
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
Profile Blog Joined June 2009
Germany8679 Posts
April 20 2010 20:36 GMT
#110
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?
If you have a good reason to disagree with the above, please tell me. Thank you.
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-04-20 20:42:13
April 20 2010 20:39 GMT
#111
adding to my previous prediction:
* 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
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 20 2010 20:41 GMT
#112
1. Marauder's concussion upgrade is brought down to 75/75 and a build time of 75
2. Storms have an increased radius <--- omg plzzz
3. Roaches now cost 2 supply
4. Warpgates now in templar tech.
5. GALAXY EDITORR WOOOOH
LUCK IS NO EXCUSE
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 20 2010 20:43 GMT
#113
On April 21 2010 05:34 m3rciless wrote:
Show nested quote +
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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
iounas
Profile Joined July 2008
409 Posts
April 20 2010 20:45 GMT
#114
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.
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
zaldinfox
Profile Joined April 2010
Canada60 Posts
April 20 2010 20:57 GMT
#115
1. Sentry FF duration reduced by 5 sec
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
Profile Joined April 2010
Canada3 Posts
April 20 2010 21:01 GMT
#116
1. Ultralisk base armor increased by 1
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
Youll have to speak up Im wearing a towel
PGHammer
Profile Joined February 2010
United States132 Posts
Last Edited: 2010-04-20 21:15:59
April 20 2010 21:03 GMT
#117
1. I expect Stalkers to get nerfed (due to their popularity in rushes).
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.
Bad news, fellas
eternalgamer
Profile Joined April 2010
Canada11 Posts
April 20 2010 21:06 GMT
#118
Unfortunately I don't have a beta key to even know what is going on so I cannot even make a guess :S
blubaer
Profile Joined April 2010
Sweden2 Posts
April 20 2010 21:11 GMT
#119
1. Metabolic boost for lings now removed.
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.
Gold league rank 3
GsOne
Profile Joined November 2005
Poland164 Posts
Last Edited: 2010-04-20 21:15:21
April 20 2010 21:14 GMT
#120
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
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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