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Patch Notes Contest - Page 8

Forum Index > SC2 General
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Prev 1 6 7 8 9 10 17 Next All
iNty.sCream
Profile Joined April 2010
Germany195 Posts
April 20 2010 22:20 GMT
#141
+More micro addded to the game
+Not blob vs blob anymore
+More Windows for Timing Attacks added
+Lurkers back ingame
+Iam Happy.

iam not zerg.
Bisu best hairspray = win
Black Octopi
Profile Joined March 2010
187 Posts
Last Edited: 2010-04-20 22:27:47
April 20 2010 22:24 GMT
#142
1. Forcefield cost up to 125 energy from 50.
2. Immortal damage now flat 8x4(+1).
3. Siege Tank gas cost down to 75 from 125.
4. Reaper gas cost down to 25 from 50. Merc Compound building (100/100) re-introduced as requirement for Reapers. Spider Mines upgrade added to Merc Compound (each Reaper gains 2 Spider Mines, which reside initially on their shoulder pads). Spider Mines may be placed on buildings and will detonate after 10 second time dealing 150damage (unless destroyed). Nitro Packs moved to Merc Compound.
5. Thor armor raised to 2 from 1. Anti-Air attack is now flak and animation evolves cannons on Thor's back. Thor 250mm cannon ability removed. New Berserker ability added to Thor. Ability is passive and allows the thor to fire at 2 targets simultaneously (must be either only ground or air). When targeting ground targets 2 of the Thors 6 cannons are chosen at random and fired at the target. The Thor is only able to target multiple targets if they are both in front of the Thor.

ps. I figured I might as well have some fun with 4 and 5, since I'm not sure what are good balance suggestions; ie. minimum impact changes.
thekibk
Profile Joined April 2010
United States116 Posts
April 20 2010 22:25 GMT
#143
Queen now flies, is lair tech, and can cast spawn broodlings, ensnare, and spawn infested terrain.
Mule is replaced with an extra scv.
Chrono boost only works on forge upgrades.
All forge upgrades time increased by 50%.
Broodlord no longer shoots broodlings, and name change to Swarm Guardian.
Corn is no place for a mighty warrior!
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 20 2010 22:26 GMT
#144
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.

On the other hand, the one person to suggest a nerf to sentries max mana is a genius.

1. Ultralisk collision size reduced
2. Archon collision size reduced
3. Pheonix damage changed from 2*5 (+ 5) to 2*7 (+3)
4. Reaper damage reduced from 2*4(+4) to 2*4(+3), Reaper hps increased from 50 to 60
5. Baneling "volatile burst" ability changed: damage reduced to 10(+15), heals allied zerg in splash area for 10 damage.
Experience is an excellent teacher, but her fees are very high.
nodule
Profile Joined February 2008
Canada931 Posts
April 20 2010 22:35 GMT
#145
1. force field nerf (my favourite idea is to make it channeled, but the most likely outcome is 75 mana cost). Slight possibility of guardian shield requiring research, or swapping places with hallu
2. immortal build time +15s, -10 bonus dmg versus armor
3. reactor build time back to 40s (or marine build time decrease)
4. ultralisk buff. +1 base armor seems sensible
5. scan energy cost reduced to 25
arcology
Profile Joined April 2009
United States92 Posts
April 20 2010 22:38 GMT
#146
1. Forcefield energy cost up to 75 from 50
2. Ultralisk move speed increased
3. Immortal damage reduced from 20(+30) to 20(+25)
4. Photon cannon build time increased
5. Banshee attack damage reduced
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 22:38 GMT
#147
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.


horrible idea imho

then toss doesnt have any single ground unit that doesnt require upgrades to perform well
lolreaper
Profile Joined April 2010
301 Posts
April 20 2010 22:40 GMT
#148
On April 21 2010 07:38 summerloud wrote:
Show nested quote +
On April 21 2010 07:13 RPGabe wrote:
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.


horrible idea imho

then toss doesnt have any single ground unit that doesnt require upgrades to perform well

like terran ?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-20 22:46:08
April 20 2010 22:40 GMT
#149
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.

making it 75 energy would smooth the entire game while keeping 50 would only be good for this argument
sorry but the change is much more important than ur window of timing to defend a speedling rush

its better if they change it to 75 and compensates it by buffing toss or nerfing zerg so tosses can defend vs speedling alling. i dont know how exactly u would do that but i dont know pvz in general but the argument of keeping it on 50 is ridiculous here

besides terran already gotta wallin to stop zerg rushes too, and we cant even wallin with supply depots anymore because baneling owns it.

but i agree its ridiculous that u have to wallin every game just to be safe vs zerg

On April 21 2010 07:38 summerloud wrote:
then toss doesnt have any single ground unit that doesnt require upgrades to perform well

thats pretty much bs seeing how toss almost never upgrade anything in the early game or early-midgame while terran and zerg r upgrading all throughout the game
i hope they dont add upgrade for the hardened shields tho
Progamerpls no copy pasterino
No_Roo
Profile Joined February 2010
United States905 Posts
Last Edited: 2010-04-20 22:44:53
April 20 2010 22:41 GMT
#150
1. Forcefield energy cost increased from 50 to 75
2. Forcefield energy cost increased from 75 to 100
3. Forcefield energy cost increased from 100 to 150
4. Korea.
5. Forcefield energy cost increased from 150 to 201

edit: Actually I think it's pretty unlikely we'll see anything that would qualify as a nerf to FF, it's strong, but it's not that great.
(US) NoRoo.fighting
Reno(TE)
Profile Blog Joined September 2004
United Kingdom434 Posts
April 20 2010 22:42 GMT
#151
force field cost to 75
starting mana of sentry 75
max mana 300
mana regeneration x1.5

That should fix everything
A pro isnt someone who sacrifices themselves for their job, thats just a fool.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:42 GMT
#152
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.


Make an upgrade to start with +25 energy available at the cybercore, make it relatively cheap and short time (100/75/50 maybe?)

Thus you can do your current build, if you see all-in lings, you wall ramp with zealots long enough to get a sentry out for 25 seconds, then you get this upg in time to hold off all-n roaches, easy...
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
April 20 2010 22:44 GMT
#153
1. Forcefield cooldown increased
2. Broodlord health decreased
3. increase reaper buildtime or price

u say 5 but this will be the only ones sry! xDDD
cloudJR
Profile Blog Joined April 2010
United States266 Posts
April 20 2010 22:45 GMT
#154
On April 21 2010 07:40 MorroW 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..

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.

making it 75 energy would smooth the entire game while keeping 50 would only be good for this argument
sorry but the change is much more important than ur window of timing to defend a speedling rush

its better if they change it to 75 and compensates it by buffing toss or nerfing zerg so tosses can defend vs speedling alling. i dont know how exactly u would do that but i dont know pvz in general but the argument of keeping it on 50 is ridiculous here

besides terran already gotta wallin to stop zerg rushes too, and we cant even wallin with supply depots anymore because baneling owns it.

but i agree its ridiculous that u have to wallin every game just to be safe vs zerg

Show nested quote +
On April 21 2010 07:38 summerloud wrote:
then toss doesnt have any single ground unit that doesnt require upgrades to perform well

thats pretty much bs seeing how toss almost never upgrade anything in the early game or early-midgame while terran and zerg r upgrading all throughout the game


I could not agree with you more.
All I can hear are thousands of children screaming imbalance.......
Ideas
Profile Blog Joined April 2008
United States8179 Posts
Last Edited: 2010-04-20 22:47:15
April 20 2010 22:46 GMT
#155
nerfing forcefield is stupid as shit for it would really fuck up the balance of early game P. I think the other races just need better ways to deal with mass forcefields (assuming they are indeed imba which I'm not so sure). Easiest way would be to lower gas cost on ghost a bit so EMPing is easier for Terran (also helps vs mass storm), and maybe changing fungal growth to make any affected caster unable to cast a spell while caught in it (which might actually make it TOO good lol and would need to be nerfed in other ways....welll either way you get my point )

Personally I prefer adding in new ways for the races to deal with it (such as giving zerg a proper SNIPE unit like how mutas were able to snipe templar back in BW) instead of just nerfing it, since forcefield micro is really the most fun thing in SC2 right now (and really hte only thing making it balanced for protoss)
Free Palestine
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
April 20 2010 22:47 GMT
#156
1. Force field cast range changed to 5.5.
2. Marauder shell upgrade cost reduces to 75/75, 15 second faster research time.
3. Stim upgrade cost changed to 125/125, 10 second faster research time.
4. Immortal Cost increased by 25 gas.
5. Force field changed to channeling.
Dun tuch my cheezbrgr
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:48 GMT
#157
On April 21 2010 07:42 Reno(TE) wrote:
force field cost to 750
starting mana of sentry 750
max mana 3000
mana regeneration x15

That should fix everything

fixed your numbers for you!

in seriousness though, sentry is simply too powerful if you actually know how to use forcefield, either forcefield needs a nerf, or sentry needs to have it's attack nerfed into oblivion.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:51 GMT
#158
On April 21 2010 07:46 Ideas wrote:
nerfing forcefield is stupid as shit for it would really fuck up the balance of early game P. I think the other races just need better ways to deal with mass forcefields (assuming they are indeed imba which I'm not so sure). Easiest way would be to lower gas cost on ghost a bit so EMPing is easier for Terran (also helps vs mass storm), and maybe changing fungal growth to make any affected caster unable to cast a spell while caught in it (which might actually make it TOO good lol and would need to be nerfed in other ways....welll either way you get my point )

Personally I prefer adding in new ways for the races to deal with it (such as giving zerg a proper SNIPE unit like how mutas were able to snipe templar back in BW) instead of just nerfing it, since forcefield micro is really the most fun thing in SC2 right now (and really hte only thing making it balanced for protoss)


Actually, if forcefield is just reduced in range significantly protoss will have to actually play the positioning fight, instead of just balling up and creating their own battlefield with force fields.
This would not nerf it's ability to wall in a protoss against early cheese, but it would prevent the stupidness that happens with it once you get 6+ sentries + colossus
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
April 20 2010 22:52 GMT
#159
1) Immortal Hardened Shield now requires an upgrade which can be researched at the Robotics Support Bay for 150/150
2) Reactor build time decreased to 30 seconds from 50.
3) Marauder build time decreased to 25 seconds from 30.
4) Force Field requires 75 energy instead of 50.
5) Spawn Larva cooldown time increased to 50 seconds from 40.
#1 KawaiiRice fan :D
Wargizmo
Profile Joined March 2010
1237 Posts
Last Edited: 2010-04-20 23:01:07
April 20 2010 22:56 GMT
#160
1) Hatcheries may no longer have more than 7 spawned lava at a time
2) Force field energy up to 75
3) Broodlord rate of fire reduced by 15%
4) Siege tank cost reduced to 100 gas
5) Stalkers can no longer blink past destructible rocks.

BTW this is a cool contest, it would be awesome if a Beta Key was given to anyone who could get all 5 changes exactly. Maybe TL could put up one of their 500 keys.
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