Not that this hasnt been discussed but...
New patch? - Page 9
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DarkOne
Spain41 Posts
Not that this hasnt been discussed but... | ||
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Dr.Frost
United States389 Posts
On May 06 2010 08:06 Zeke50100 wrote: You try moving an Ultra around with a gajillion other ground units surrounding it. oh ic.... I guess that makes sense. Not a lot of sense but it doesn't make some. | ||
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Zeke50100
United States2220 Posts
On May 06 2010 08:09 kathode wrote: One stalker, one cannon, or a little bit of micro stops reaper cheese. Having shield battery capabilities may work in this game, but not making them move faster than normal. It throws off the balance of the game too much. None of those things can even come close to stopping an 8 Rax proxy Reaper into Rauder Bunker rush. | ||
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Conris
United States79 Posts
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Captain Peabody
United States3139 Posts
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Chen
United States6344 Posts
On May 06 2010 07:55 Dr.Frost wrote: @HdStarcraft if forcefields were 60HP they would be WAAAY worse than they are now. I think either just increase the amount of energy they cost or make them liek 15-20 hp. Just a couple shots to kill it. Think about a huge fight where people have 10 sentries each with over 100 energy... How long is it going to take us to kill 20 forcefields with 60 hp.... bullshit giving the Forcefields HP but not combat priority is and will always be a nerf. even if they had 1000 hp its a nerf to what they are right now. with HP its possible to attack one then run all units through the space and escape, right now they are invincible. if the HP is too much to break through, just dont target them and you are in the exact same spot that you are now. giving them any type of combat priority could possibly be a buff, but with his suggestion of making them neutral it isn't at all. 60 hp is waaay to little imo, thats like (assuming no bonus damage) 6 marauders to 1-shot it then FF becomes useless cause all their units can run out through that 1 gap | ||
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MrLimeKing
Canada40 Posts
On May 06 2010 08:04 Zeke50100 wrote: What I want to see: Terran: -Marauder: Damage decreased from 10 (+10 vs Armored) to 9 (+9 vs Armored). Stim Pack cost changed to 25 HP -Siege Tank: Cost reduced from 150/125 to 150/100 Protoss: -Hallucination no longer requires an upgrade -Blink moved from Twilight Council to Cybernetics Core On board there. Especially with the blink upgrade. The Viking move to the factory is not going to happen, Blizz already tried that pre-beta. | ||
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DragonDefonce
United States790 Posts
On May 06 2010 08:10 Zeke50100 wrote: None of those things can even come close to stopping an 8 Rax proxy Reaper into Rauder Bunker rush. 8 rax is sooooo easily defendable if you go straight for stalkers(and lets face it, why wouldn't you) and the only proxy reaper strategy that needs to be tweaked is 6 rax | ||
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Zeke50100
United States2220 Posts
Although you've got to at least agree with the Force Field change, as well as Stim Pack cost >.> | ||
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Conris
United States79 Posts
On May 06 2010 08:12 Chen wrote: bullshit giving the Forcefields HP but not combat priority is and will always be a nerf. even if they had 1000 hp its a nerf to what they are right now. with HP its possible to attack one then run all units through the space and escape, right now they are invincible. if the HP is too much to break through, just dont target them and you are in the exact same spot that you are now. giving them any type of combat priority could possibly be a buff, but with his suggestion of making them neutral it isn't at all. 60 hp is waaay to little imo, thats like (assuming no bonus damage) 6 marauders to 1-shot it then FF becomes useless cause all their units can run out through that 1 gap ohhh but wait, it'll be "psyonic armored" which has no point what so ever...ie(ghost (well biological and psyonic, and the archon). then they go around and take full damage. | ||
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HDstarcraft
United States577 Posts
Added some new changes to the list. I too also like the idea for Archons to "Pull units together." Going to add that to my dream list ![]() General: Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored. Protoss: Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it. Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored. Stalker: Blink moved to Cybernetics Core Archon: "Archons draw units together with each attack. The area is wide, but the force is strongest near the middle. This causes units to clump more so than usual and is particularly useful against air" -Original idea by MrLimeKing Terran: Siege Tank: Gas cost lowered from 125 to 100. Marauder: Hp lowered from 125 to 100. Ghost: Snipe damage increased from 45 to 50. Hellion: Attack delay slightly lowered. Zerg: Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings. Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy. Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade. Ultralisk Cavern: Armor upgrade removed Corruptor: This unit has had its attack changed. It's attack now has a range of 2, and it now has a tentacle attack animation. Once it attacks its target, it applies "corrosive acid" slowing the target's movement speed by 20%. Acceleration to attack has been slightly increased. "Corruption" removed. Roach Warren: Glial Reconstitution no longer requires Lair to research. | ||
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Alou
United States3748 Posts
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sosn
Canada31 Posts
My forcefield fixes : Duration reduced by 5 seconds, energy increased to 60. (so you can't just warp in a sentry and block your ramp.) I personally don't want to see them targettable, as that removes a fair chunk of their utility. The only other change I would see to sentries is a damage nerf if forcefields stay the same, as currently I find them more versatile and usable than High Templars which is not the way it should be... Could be because high temps and archon's used to be well worth the price. Otherwise, I believe there's going to be less of a delay on helion's shots (as Blizzard said) soon, which will be one of the only changes to Terran... And the suggested ultralisks buffs would be nice. | ||
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NzaR
United States199 Posts
On May 06 2010 08:06 Dr.Frost wrote: what is the point of a burrowed ultra that doesn't need vision to see? Is there any other reason to burrow an ultra? Make path for units cause ultras block everything | ||
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Three
Japan278 Posts
On May 06 2010 07:49 HDstarcraft wrote: I don't usually do this, but it sounds like fun to theorycraft some possible changes: General: Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored. Protoss: Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it. Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored. Terran: Siege Tank: Gas cost lowered from 125 to 100. Marauder: Hp lowered from 125 to 100. Zerg: Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings. Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy. Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade. Ultralisk Cavern: Armor upgrade removed Corruptor: This unit has had its attack changed. It's attack now has a range of 2, and it now has a tentacle attack animation. Once it attacks its target, it applies "corrosive acid" slowing the target's movement speed by 20%. Acceleration to attack has been slightly increased. "Corruption" removed. Roach Warren: Glial Reconstitution no longer requires Lair to research. All good changes except forcefield hp too low | ||
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Zeke50100
United States2220 Posts
On May 06 2010 08:16 NzaR wrote: Make path for units cause ultras block everything I think it's the other way around: Make path for Ultralisk, because they're huge and a Zergling within 2 matrices of it will stop it from moving. | ||
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NB
Netherlands12045 Posts
is there and changes made on EU and azn sever? | ||
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Chriamon
United States886 Posts
Q: Do you think you will add any new units (or take any out) before release or is the current unit roster definite? A: I doubt we will cut units but I expect that we will make some changes to current units. The Phoenix and Corruptor are currently being evaluated and may see some changes in the next few weeks. and Q. Do you plan to implement 3v3 and 4v4 match-ups at some point during the beta? If so, when? A. We do intend to release 3v3 and 4v4 matchmaking in the beta around the middle of May. We will likely limit the number of maps because we still want players to primarily focus on 1v1 games to continue to help test balance. | ||
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Morayfire73
United States298 Posts
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Bensio
United Kingdom621 Posts
that was said what, 5 days ago? "next few weeks" nuff said | ||
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