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Patch Notes Contest - Page 7

Forum Index > SC2 General
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iamtenninja
Profile Joined April 2010
United States162 Posts
April 20 2010 21:15 GMT
#121
1. Thors will receive a decrease in HP and ground damage - to oh lets say 350 hp and 40 (x2)
2. Force Fields will now have HP and are destructible - 200 HP each
3. Roaches probably need an overhaul so I'd say less damage, more HP - I honestly can't tell with this one so guessing -2 from current damage and +20 to HP
4. Protoss Motherships will probably receive a lower build time - 60 seconds?
5. Stalkers lose damage (probably -2 from current)

I have no evidence to support myself but a guess is a guess eh?
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 21:16 GMT
#122
1) forcefield mana cost up to 75
2) phoenix air damage increased by 2
3) immortal cost up to 300 mins
4) ultralisk damage increased
5) roach damage converted to +light
TouchTheSky
Profile Blog Joined March 2010
Germany31 Posts
April 20 2010 21:18 GMT
#123
1. Immortals movement speed is reduced.
2. Forcefield is attackable.
3. Thors attack speed is reduced.
4. Nydus worm is spaning in 10 seconds on creep.
5. Infestors can use spells in burrowed modus.But the spells dont last that long as usual.
j4vz
Profile Joined March 2010
Canada976 Posts
April 20 2010 21:24 GMT
#124
1. Forcefield energy up to 75.
2. Immortal Hardened Shields from 10 to 8.
3. Marauder build time +5 seconds.
4- Marauder Concussive Shells from 80sec to 60sec.
5- Lurkers are back.
someone_elses_lies@live.fr
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 20 2010 21:30 GMT
#125
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
TxtbookNinja
Profile Joined March 2010
United States20 Posts
April 20 2010 21:32 GMT
#126
1. Brood Lord: Broodling damage reduced to 2.
2. Zealot charge/speed upgrade cost reduced 150/150.
3. Infested Terran despawn timer increased +5 seconds.
4. Siege Tank +1 armor or +10 hp.
5. Psi Storm damage increased.
Strive to be the best, Reach for an impossible Goal, and rise above all else. Victorious.
iNty.sCream
Profile Joined April 2010
Germany195 Posts
April 20 2010 21:34 GMT
#127
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.
Bisu best hairspray = win
Ner0
Profile Joined July 2008
United States131 Posts
April 20 2010 21:38 GMT
#128
1. Immortal build time increase from 40 to 55
2. Immortal gas cost increase from 100 to 125
3. Reapers now require Engineering Bay
4. Concussive Shell research time reduced from 80 to 60
5. Forcefield no longer able to be cast on top of UNITS (Still buildings to push away repairing SCVs)
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
April 20 2010 21:53 GMT
#129
1. Roach Supply increased to 2
2. Marauder bonus vs armored decreased
3. Concussive Shell research time decreased
4. Immortal bonus damage decreased
5. Siege Tank gas cost lowered
Kal Fighting!
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 21:58 GMT
#130
On April 21 2010 06:38 Ner0 wrote:
3. Reapers now require Engineering Bay


yeah lets nerf anything that can do any damage in the game or that can be powerful as harassment

actually lets just remove all damage from the game CANT WE ALL JUST BE FRIENDS
PGHammer
Profile Joined February 2010
United States132 Posts
April 20 2010 22:01 GMT
#131
On April 21 2010 06:14 GsOne wrote:
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.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.
Bad news, fellas
mOnion
Profile Blog Joined August 2009
United States5660 Posts
April 20 2010 22:01 GMT
#132
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


omg ROFL greatest thing i've seen all day!
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
kidcrash
Profile Joined September 2009
United States624 Posts
April 20 2010 22:03 GMT
#133
On April 21 2010 06:34 iNty.sCream wrote:
Show nested quote +
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.


Just curious if you guys think FF needs nerfed at all and if so what should be done then. I understand that waiting for 25 energy to charge for a force field may seem like forever, and every single second counts. Not saying I agree or disagree I would just like some elaboration on what needs to be done if anything.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-20 22:09:56
April 20 2010 22:05 GMT
#134
1. Reactor build time reduced by 8 seconds.
2. Marauder start with a 20% slow on the attack (concussive shell upgrade to 50% still 100/100)
3. Siege tank gas cost reduced by 25, food count cost reduced to 2.
4. Thor ground attack reduced to 40 damage from cannons, attack speed increased by 10%.
5. Infestor Neural Parasite range increased by 1.
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 22:06 GMT
#135
On April 21 2010 07:01 PGHammer wrote:
Show nested quote +
On April 21 2010 06:14 GsOne wrote:
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.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


that doesnt make any sense
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 20 2010 22:07 GMT
#136
On April 21 2010 07:01 PGHammer wrote:
Show nested quote +
On April 21 2010 06:14 GsOne wrote:
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.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


Why would you want something from the Robo Bay, a support type of unit producing building, to create units that would be a core component of the army in comparison to a gateway unit?
TheTuna
Profile Joined August 2009
United States286 Posts
April 20 2010 22:09 GMT
#137
1. Reactor build time decreased to 35 seconds.
2. Marine build time decreased to 22 seconds.
3. Concussive Shells upgrade decreased to 50/50.
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.
5. Broodlord's damage decreased by 5 and HP by 50.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-20 22:13:02
April 20 2010 22:12 GMT
#138
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.



orb i agree but blizzard need to do this to realize that protoss t1 units are weak...

im toss and i voted for this nerf :D
someone_elses_lies@live.fr
RPGabe
Profile Joined January 2010
United States192 Posts
April 20 2010 22:13 GMT
#139
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.
TheTuna
Profile Joined August 2009
United States286 Posts
April 20 2010 22:16 GMT
#140
On April 21 2010 07:13 RPGabe wrote:
Show nested quote +
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.


Thanks, my only concern is that they might compete too much with Zealot Legs and Blink. I'm not sure if it'd be any better off at the Cybernetics Core.
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