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Patch Notes Contest - Page 9

Forum Index > SC2 General
Post a Reply
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No_eL
Profile Joined July 2007
Chile1438 Posts
Last Edited: 2010-04-20 22:56:32
April 20 2010 22:56 GMT
#161
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades
Beat after beat i will become stronger.
Katoan
Profile Joined March 2008
Finland42 Posts
April 20 2010 22:56 GMT
#162
1) Marauder gets 10 more health and stim is removed from marauder
2) Sentrys force field energy cost to 75, sentry spawn with 75 energy
3) Banshee cost increased by 25/25
4) Roach damage lowered by 2
5) Phoenix damage increased from 5+5 light to 7+3 light
GsOne
Profile Joined November 2005
Poland164 Posts
April 20 2010 22:59 GMT
#163
I guess I'm not too competent because I know like nothing about PvZ state atm, but Toss units feel nothing like "weak" especially early to early mid. Also storm may not be very good against Roaches/Marauders, but it absolutely decimates any Marine heavy composition, to a point where Rines become completely unviable, and I find it impossible to not lose shitloads of units in any confrontation where I don't get a perfect EMP on templars, and even then P is able to cast 1-3 storms and rip through easily. So imo storm may only be nerfed at this point in the game, probably indirectly though. P units seem to have so much utility, and P army feels too flexible with just Gateway heavy compositions, also most upgrades add utility, like Blink or Range upgrade on Collosus, while T's upgrades make unviable units useful. You cannot skip Stim because of insufficient DPS, Marauders cant hold Zealots or Stalker harras without Shells, Marines get one hitted without shields, Reapers cant run from Stalkers without speed upgrade, Tanks got buffed but still kinda lose utility without Siege etc etc.
Also about Sentries - this unit BEGS for a nerf, Forcefields can totaly break an army, and even though the ability feels SO cool and can really shine in skilled players hands, it should never go down to "I got a very good FFs, I win now". Also, have you tried Zealot/Sentry push with hallucinated Collosi as meat shields? as T you practically HAVE to catch P midway to your base and kite/slow him down, or he will just walk over you with this and warpgates.
TvP feels bit to hard but is interresting imo at this point, approaching balance from P>T side imo.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
April 20 2010 23:06 GMT
#164
Zerg:
-Queen: Spawn Larvae ability now spawns 3 additional larvae, down from 4
-Larvae at a Hatchery/Lair/Hive will now expire after existing for 60/90/120 seconds respectively. Rules governing innate larva generation by the structure unchanged.

Protoss:
-Immortal: damage reduced to 20+20(+2 upgrades) vs. armored, down from 20+ 30(+3 upgrades).
-Mothership: build time reduced to 120, down from 160, shots fired increased from 6 to 8, acceleration increased to 1 from .3125

Terran:
-Siege Tank: Cost reduced to 150/75, down from 150/100
Yeah, well, you know, that's just like, your opinion man
Death Lord
Profile Joined April 2010
United States21 Posts
April 20 2010 23:08 GMT
#165
Thor will be nerfed
zergporn
Profile Joined April 2010
Estonia156 Posts
Last Edited: 2010-04-20 23:17:36
April 20 2010 23:16 GMT
#166
1. Rouches now have the ability to heal each other while on creep. To make ZvZ even more fun.
2. By popular demand Zerglings were renamed to TheLittleOnes.
3. Thor redesigned. From now on hes unable to move at all. Act as building but can be carried by dropships.
4. Raven now requires an additional Tier 3 building with tech lab attached. As compensation we added an another useless abilty to his arsenal with 195 research time and 350 gas cost.
5. Destructible rock now attacks back when attacked. Why not lol.
the game changes as you get higher
yomi
Profile Blog Joined June 2004
United States773 Posts
Last Edited: 2010-04-20 23:24:55
April 20 2010 23:19 GMT
#167
SCV HP increased to 60
Force field cannot be cast where enemy units are present
Reduce the effect of spawn larva (less total per ability)
Broodlords no longer spawn broodlings on attack, but the attack does slightly more damage.
Supply drop now adds hit points to the supply depot.


In addition I think much larger maps will be added, maps without a huge border of unpassable terrain, a new zerg unit, an increase in the withdraw rate of creep, fortress style team maps (but without additional resources in the base), and maps with expansions containing varying numbers of minerals and gas.
Madcatcf
Profile Joined March 2006
Vietnam77 Posts
April 20 2010 23:29 GMT
#168
Sentry: Force Field changed to a channel ability, cost 5 energy/s (75 energy in 15s), duration depend on energy spent. The Sentry cannot attack while channeling.
Immortal: damage reduced to 20+20.
Marauder: Damage changed to 8+12. Concussive Shells cost reduced to 50/50.
Zergling: Attack speed increase by 10%.
Roach: Supply increased to 2, armor increased to 2, damage reduce to 13 from 16.
"If you believe that dreams can come true be prepared for the occasional nightmare"
cartoon]x
Profile Joined March 2010
United States606 Posts
April 20 2010 23:41 GMT
#169
1: forcefield cost more energy
2: hydralisk movement speed increase
3: Viking take longer to build
4: phoenix build faster
5: tank HP increased
It is not enough to conquer; one must learn to seduce.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
April 20 2010 23:58 GMT
#170
1. stalkers will no longer be able to blink past the rocks

2. force field - nerfed. But increasing the energy cost wont fix the problem.

3. immortal - nerfed (maybe)

4. banshee - nerfed

5. queen spawn larva - nerfed

6. ultralisk - buffed

7. collosus - nerfed (probably the range upgrade)

8. broodlord - nerfed
Losing is winning
Doso
Profile Joined March 2008
Germany769 Posts
April 21 2010 00:11 GMT
#171
1. Terran SCV +5 hitpoints (45 to 50)
2. Sentry force field cost from 50 to 75
3. Terran Marauder research time of Concussive Shells down by 20 seconds
4. Spawn Larva from Queen reduced 3 (down from 4)
5. Protoss Void Ray Build Time 70 seconds (up from 60 seconds)
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 21 2010 00:16 GMT
#172
1. forcefield energy increased to 75
2. Immortal harden shield removed OR immortal damage nerfed to 20+15
3. phoenix build time decreased
4. Mothership gains that ability where it can teleport to friendly structures again
5. marauders stim pack changed to take away 20% life (or changed in a similar way) rather than 10hp.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2010-04-21 00:18:00
April 21 2010 00:17 GMT
#173
Addition: Lurkers reintroduced?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Deleted User 48059
Profile Blog Joined May 2009
86 Posts
Last Edited: 2010-04-21 00:28:00
April 21 2010 00:19 GMT
#174
On April 21 2010 03:26 MorroW wrote:
why r ppl excepting tank to get buffed? i think that unit is absolutely amazing in tvz and tvt
i think its more likely that the toss units r good vs the tank rather than the tank being a bad unit imo


two points here, MorroW,

1) I am inclined to agree with your analysis of the tank. I have seen many games where Siege tanks have performed admirably vs T & Z, and even some TvP where tanks have at least justified their tech/training cost (though they appear by no means a dominant unit TvP, being largely used for expansion defence rather than an as a mainline agressive unit).

2) Thou art on 1336 posts.
Choose thy next words wisely

Kev

PS

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.


I believe that Psi storm does indeed deal damage to air units.
If you are having trouble hitting air units with your storms, remember that you must target *the ground BELOW* the air units you are attempting to hit, in order to deal damage with the storm in SC2 [See also: Timmy the Templar & the curse of the third dimension]


[edited to correct typo and address another post]
Knutzi
Profile Joined July 2009
Norway664 Posts
April 21 2010 00:26 GMT
#175
1. force field can now be attacked

2. immortal build time increased to 50 seconds

3. marauder slow crap now only cost 50/50

4. removed dark templars and added blademasters instead

5. renamed protoss to orc
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-21 00:47:52
April 21 2010 00:47 GMT
#176
I like the idea of "sentry starts with 75 energy, force field costs 75 energy to cast." Not sure if Guardian Shield Aura would be too strong...

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Black Octopi
Profile Joined March 2010
187 Posts
April 21 2010 01:04 GMT
#177
On April 21 2010 09:47 FabledIntegral wrote:

Show nested quote +
On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Well lets see,

-- I'm pretty sure psi storm already hits air.
-- Making forcefield have hp and be targeted by both ground and air would make so you can just cast it anywhere and even when not blocking pathing it would be good. 500hp here means you can bring 1 sentry with you and it absorbes more damage then a Terran throwing all their SCVs at the enemy force would (and that's just 1 forcefield). Arguably this is bad because it would mean forcefield would overlap with the Hallucinate (Probes) ability which does the same thing (generates a mini probe army for you).
-- Nerf to Muta would mean they do now 4 damage or something like that, so basically means he wants Toss to be able to defend with just guardian shield a entire probe line.

Its a standard "nerf the races I don't play, buff the race I play" kind of opinion but its in no way a troll. Just check the previous pages, some epic trolls were posted earlier (they are pretty funny).
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-04-21 01:06:27
April 21 2010 01:05 GMT
#178
1) Phoenix damage changed from 5+5 to light (x2) to 8 + 7 to light (x2)
2) Forcefield changed to 75 energy up from 50
3) Marauders health reduced to 100, down from 125
4) +1 Infestor neural parasite range, and tentacle moves faster
5) Banelings damage changed from 20(+2) + 15(+2) to light, to 20(+5) + 15(+0) to light.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
April 21 2010 01:14 GMT
#179
Interesting thread.
I've got some input for it.
CHECK OUT THESE CHANGES:

PATCH 9:
- nuke explosions are now the same color as the player's color
- terratron added by popular request
- thors now look even more ridiculous while under a dropship
- marauders have been changed to be more racially sensitive
- terran advisor can be changed between default, angry scott, and hotter chick voice sets
- added a an 'idle mutalisk should be harassing' button similar to the idle worker button
- roaches make a gurgling sound when they die to hellions or colossi
- zerglings can ride on the back of an ultralisk
- zealots no longer look like butlers when they run
- if a nexus gets to 100 energy, it sets on fire
- those who get the collector's edition will have collosi replaced with giant zealot statues with eye lasers
- protoss have a /taunt command, similar to terran's /dance and /cheer
- yellow duckies have been added to various maps with water
- increased gore
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 21 2010 02:19 GMT
#180
On April 21 2010 10:04 Black Octopi wrote:
Show nested quote +
On April 21 2010 09:47 FabledIntegral wrote:

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Well lets see,

-- I'm pretty sure psi storm already hits air.
-- Making forcefield have hp and be targeted by both ground and air would make so you can just cast it anywhere and even when not blocking pathing it would be good. 500hp here means you can bring 1 sentry with you and it absorbes more damage then a Terran throwing all their SCVs at the enemy force would (and that's just 1 forcefield). Arguably this is bad because it would mean forcefield would overlap with the Hallucinate (Probes) ability which does the same thing (generates a mini probe army for you).
-- Nerf to Muta would mean they do now 4 damage or something like that, so basically means he wants Toss to be able to defend with just guardian shield a entire probe line.

Its a standard "nerf the races I don't play, buff the race I play" kind of opinion but its in no way a troll. Just check the previous pages, some epic trolls were posted earlier (they are pretty funny).


Exactly. It already hits air. 500 HP is retarded, there'd be no reason to attack it, in fact it'd be a buff in case it somehow distracted fire. Vikings are already insanely mobile. Mutalisks would literally be USELESS. And imo, I don't know why ppl have so much problem with the Broodlings when it'd the actual broodlord attack that rapes opponents. Each time the broodling makes contact with the enemy it does 20 dmg...
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