Situation report 1 posted! - Page 47
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Tristan
Canada566 Posts
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Shade_FR
France378 Posts
Balance Changes We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Is there someone who understood this part of the preview ? | ||
Onioncookie
Germany624 Posts
+5 +3 +2 vs armor? That means ... that +1 armor will make lings a 2 shot forever? Correct? Hell yeah Meatshields for my Blings to arrive :D | ||
branflakes14
2082 Posts
On August 28 2010 06:49 ShadeOfDraG wrote: Is there someone who understood this part of the preview ? For about a second after a unit dies, you still have vision of where it was. | ||
Zarahtra
Iceland4053 Posts
On August 28 2010 06:49 Onioncookie wrote: Hey guys did i get it corret? Upgrade on tanks will do: +5 +3 +2 vs armor? That means ... that +1 armor will make lings a 2 shot forever? Correct? Hell yeah Meatshields for my Blings to arrive :D You understood it wrong. it's going to be +3 normal, +2 armored, making it 38+27 at +1 attack | ||
orgolove
Vatican City State1650 Posts
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PKCarwash
United States37 Posts
On August 28 2010 06:49 ShadeOfDraG wrote: Is there someone who understood this part of the preview ? When a unit died, it would still give vision of where it died for a few seconds, so you could click buildings/units to see what was up. now units will die and lose vision instantly | ||
Opinion
United States236 Posts
On August 28 2010 06:51 orgolove wrote: Unsieged tanks>sieged tanks now... Range is completely irrelevant, as is splash damage... | ||
Onioncookie
Germany624 Posts
On August 28 2010 06:51 Zarahtra wrote: You understood it wrong. it's going to be +3 normal, +2 armored, making it 38+27 at +1 attack Ah okay ... but i think u mean 38+17 :D | ||
Sentient
United States437 Posts
On August 28 2010 06:52 PKCarwash wrote: When a unit died, it would still give vision of where it died for a few seconds, so you could click buildings/units to see what was up. now units will die and lose vision instantly It also made defending your ramp annoying, because if one unit slipped up that was instakilled, the enemy could still shoot you from below. | ||
lololol
5198 Posts
On August 28 2010 06:49 Onioncookie wrote: Hey guys did i get it corret? Upgrade on tanks will do: +5 +3 +2 vs armor? That means ... that +1 armor will make lings a 2 shot forever? Correct? Hell yeah Meatshields for my Blings to arrive :D It means that their upgrades will increase their base damage by 3 and their bonus damage by 2. +0 attack -> 35 damage + 15 to armored(50 to armored total) +1 attack -> 38 damage + 17 to armored(55 to armored total) +2 attack -> 41 damage + 19 to armored(60 to armored total) +3 attack -> 44 damage + 21 to armored(65 to armored total) | ||
lostshard
United States95 Posts
On August 28 2010 06:24 Ovi wrote: Why wait until mid september with implementing the patch.. To allow current tournaments from having to change midway by giving a good two week warning about the changes to come. | ||
summerloud
Austria1201 Posts
higher-tier like factory and starport can switch to existant techlabs anyways so it wouldnt hurt that much | ||
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Zelniq
United States7166 Posts
terran's not nerfed enough matchup will still be broken just looking at some of the top NA terrans (whose current TvZ styles i'm familiar with).. kawaiirice, qxc, drewbie.. will be almost unaffected by the changes in their TvZ style.. im sure for many other terrans it is the same. moo as well just said he's unafffected by it and I'm pretty sure an extra 5 seconds of build time on reapers is not going to be enough..the 5rax reaper build that morrow used in ESL finals will still be overpowered..bunker nerf doesnt even effect that i tested the tank change using map editor..tanks are still really effective at killing groups of zergling/banelings/hydras, it's noticeably easier now for zerg but still theyre quite strong vs everything but that hardly matters as most of the top terrans only add a few tanks to their army, the brunt of it being bio..which is unchanged. Marauders, mules, hellions, planetary fortress, unchanged..no zerg buffs..ultralisk nerf (and a buff vs buildings but PF still is going to be retarded) battlecruiser nerf is nice..tho the matchup has a bunch more pressing concerns i really have lost some faith in blizzard, they've had plenty of time to get it right ![]() On August 28 2010 06:08 Droodjerky wrote: Well, it makes it so the Zergling health and Tanks damage are Equal. Meaning that Zerglings will take 2 shots to kill with +1 armor. It should be easy enough to keep ahead in upgrades against Mech. Hydralisks will always die in 3 shots now (a one hit buff). This is a rather nice buff vs Mech, IMHO. Edit: At the 50% range, will Zerglings now take 3 shots to kill instead of 2 O.o (35/2 = 18 or 35/2 = 17)? this is incorrect. sieged tanks will get +3 damage per upgrade, so even with 1 attack upgrade on tanks, it will still 1-shot a level 3 armored zergling :[ | ||
SilentCrono
United States1420 Posts
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RinconH
United States512 Posts
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FabledIntegral
United States9232 Posts
I dunno, I don't like the changes for any of the three races... I'm not crazy about 2gate but I'd rather see an increase in gateway build time by a few seconds than Zealot build time, accompanied by an equivalent reduction in core time. Aka, increase gateway buildtime by 5-7 seconds, reduce core time by 5-7 seconds. Zealots stay the same, rush comes slightly slower, rest of game unaffected. | ||
junemermaid
United States981 Posts
On August 28 2010 06:39 Armsved wrote: Have fun using your tanks vs zealot/HT/archon, 11 shots 3sec CD to kill an archon. Yeah tanks are useless. Because, previously, 8 shots with a 3 second cooldown to kill an archon was useful and practical. | ||
Telcontar
United Kingdom16710 Posts
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EnderCN
United States499 Posts
5 seconds adds up really fast, it is the proper amount to change most things in the game. Change them 5 seconds and then see how it feels and if they still come out too fast you add 5 more. | ||
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