Patch 14 Changes - Page 15
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Glowy
Sweden66 Posts
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Redder
Ireland40 Posts
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EGLzGaMeR
United States1867 Posts
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graphene
Finland211 Posts
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roemy
Germany432 Posts
On June 02 2010 05:18 spiderface wrote: Good changes. Getting closer. 525 woulda been nice on an Ultra to survive a 255mm. it will. an extractor, too, survives this due to zerg regeneration as the spell deals damage over time. just like 35HP zerglings survive 36damage of fungal growth ^^ | ||
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MorroW
Sweden3522 Posts
man i wish they would change the model of ultra so they look like sc1 ultralisk instead of dinosaur :/ that would be a great buff^.^ still waiting for crackling buff and bc range buff :p | ||
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andyrichdale
New Zealand90 Posts
On June 02 2010 06:53 NuKedUFirst wrote: Agreed, there isn't a big noticable difference except the ultralisk's speed, they are so rarely used that its minuscule Comments like this are so uneducated it's hilarious. "Buffing unit X is useless because no one uses it anyway" - uhh, I think that's precisely WHY they're buffing it. And thinking that these changes are not going to affect anything is very ignorant. Adding upgrade abilities straight into a base unit is a pretty massive buff. | ||
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7mk
Germany10157 Posts
archon change is definitely good, wouldnt have minded some real nerf to terran but maybe I just have to improve as a player. In a way I dislike how they removed the roach upgrade because now hive has even less options but at least the ultra is a real, strong option now and this roach buff might just have been what it needed to make up for the 2 supply. Plus it makes the roach's specialty a bit stronger, making it a more interesting unit. So yeah balance wise I think blizzard did a good job here, lets hope they didnt make b.net 2.0 worse again. | ||
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FliedLice
Germany7494 Posts
On June 02 2010 06:53 NuKedUFirst wrote: Agreed, there isn't a big noticable difference except the ultralisk's speed, they are so rarely used that its minuscule Maybe that's why they buff them... ? | ||
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Koffiegast
Netherlands346 Posts
![]() Ultralisk +speed isnt going to fix anything of it, any damn small tiny unit, be it lings will interrupt it. And for a matter of fact.. the headbutt attack of the ultralisk does less damage against buildings than its kaiser blades! How is that properly adjusted :/ Corruptor -energy, who cares.. its only useful against huge units like thors, battlecruisers and stuff... Infested terran, so what 125->100 energy? it shouldve been 50! Big meh. Only roach upgrade seems decent.. but I think it will be removed again :/ | ||
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junemermaid
United States981 Posts
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HubertFelix
France631 Posts
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Sephy90
United States1785 Posts
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Wr3k
Canada2533 Posts
On June 02 2010 07:02 HubertFelix wrote: Someone knows if ultralisk speed was changed, or if it's a "free speed uppgrade" ? You basically get the upgrade by default. | ||
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Wr3k
Canada2533 Posts
On June 02 2010 05:53 Chunkybuddha wrote: This means a lot more Raven builds... Good changes tho, unless ultras are op I wouldn't stress about it. | ||
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Psiclone
United States23 Posts
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Ronald_McD
Canada807 Posts
They're starting to pick up on what will make the ultralisk useful. While the more gradual changes are safer in making sure it doesn't come out overpowered, me thinks that health should be up there. If the ultralisk doesn't have the thick, monstrous durability it's always had, it just won't live up to it's name. I understand it has more HP than in SC1, but in SC2 high HP units die so quickly that I think the ultra needs just a bit more oomph to it. On June 02 2010 07:00 MorroW wrote: man i wish they would change the model of ultra so they look like sc1 ultralisk instead of dinosaur :/ that would be a great buff^.^ The ultralisk in SC1 appears different than how they intended it to look because of the low resolution graphics at the time. | ||
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Doc Daneeka
United States577 Posts
On June 02 2010 06:51 Alphaes wrote: I don't play Protoss, though I do wish the neglected units (ie, Archons, Carriers, Mothership) should get more significant changes to them to make them more useful. Maybe they can explore more with the "Hardened Shield" mechanic on these higher tier units (though definitely the amount of shields would have to be cut, or perhaps even have two layers of shielding if possible). Then, along with more usage, we might even see BattleCruisers being used more in PvT with their Yamato upgrade. Though I imagine there have to be some changes to corrupter damage to compensate for the extra defense. All in all, a nice patch though. Definitely moving in the right direction overall. : O i think you just fixed the mothership | ||
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goswser
United States3548 Posts
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prosky
Poland83 Posts
On June 02 2010 06:52 spinesheath wrote: By the way, here's the situation report. Doesn't really say anything important, and I am pretty sure that their goals for the Viking will not be met. They already got destroyed by ground units before the patch; people won't make any less Vikings because of this. It's the WRONG direction. Stronger roaches at 2 supply means less larva cost per roach, which means that larva management is extremely reduced (it already was bad, it's worse now). It means that zerg isn't "The Swarm" anymore. Roaches should be balanced in the opposite way: 1 supply and some other nerf. 110-120 HP 2 armor would be awesome as it is a nerf in zvp and zvt, and a slight (needed) buff in zvz. The first expansion is supposed to be called "Heart of the Swarm". The Swarm is supposed to feel swarmy. personally i think nerfing hydras and moving them to tier1 and giving 2 armor back to roach and moving it to tier2 would be much wiser than what we have now. Zergs wouldn't have to desperatly rush to lair to prevent getting banshee/void raped ;o | ||
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