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Patch 1.4.3 - Preview Blog

Forum Index > SC2 General
4449 CommentsPost a Reply
1 2 3 4 5 221 222 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
wichenks
Profile Joined April 2011
Canada153 Posts
Last Edited: 2012-02-13 17:11:49
February 10 2012 17:06 GMT
#1
Patch 1.4.3 was just discussed by David Kim in the situation report:

http://us.battle.net/sc2/en/blog/4448820/Situation_Report_Patch_143-2_10_2012#blog


Heres all the text:

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
We’ve been looking into the effects that high yield expansions have on gameplay, in particular how the added efficiency of MULEs on these mineral patches can affect matchups. This is also a common piece of feedback we’ve received from both pro players and the community.

We’ve been closely monitoring several sources of information: GSL tournaments which feature maps that do not have high yield mineral patches at all, major tournaments that still use high yield expansions, and our own ladder maps data now that our 1v1 ladder features a tournament-like map pool.

Based on these observations, we’ve made the decision to keep MULE resource generation the same regardless of mineral type, while allowing high yield mineral patches to remain on our ladder maps. This change helps keep the risk vs. reward the same for all three races when acquiring expansions that feature high yield minerals.

Snipe damage changed from 45 to 25 +25 Psionic
We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.

While we like to see creative and innovative use of units, we felt that in this case Snipe was becoming too effective against zerg’s most expensive units. When adjusting the ability, we tried to settle on a number that would allow using Snipe to remain a viable tactic, though not as powerful as it is now. With this change, brood lords will fall in ten casts of Snipe rather than six (taking into account health regeneration), while an ultralisk will die in 19 casts, up from 11. This also significantly increases the number of ghosts and stockpiled energy needed to pull this tactic off, which we feel confident about because, previously, terran players rarely needed to consider the energy on their ghosts units.


EDIT: here is a statement from a blizzard employee on the snipe nerf

http://us.battle.net/sc2/en/forum/topic/4044464943?page=2#26

Phoenix now has a range upgrade at the Fleet Beacon

In the past, we’ve discussed whether protoss needed a more immediate change to give them additional ways of dealing with mutalisks in PvZ, or whether it was more appropriate to make changes to that matchup in Heart of the Swarm. After investigating, testing, and reviewing both community and pro feedback, we’ve decided to include a change in this patch.

The phoenix will now have 6 attack range after purchasing an upgrade, which should allow them to more easily deal with a large number of mutalisks. In the previous patch, when protoss players attempted to move their armies out across the map, their bases became extremely vulnerable. Existing options to cope with massed mutalisks were costly and not always effective. This range upgrade should help even the odds by giving protoss players the option to reactively build phoenixes in smaller numbers, and with some micro, allow them to more efficiently defend against mutalisk swarms. Upgraded phoenixes should also offer protoss players the potential for better map control in the PvZ match up.

Still, we also wanted to make sure that producing mutalisks in PvZ remains a viable strategy, and believe that it is. While it might not be a good idea to brute force a protoss opponent with a ton of mutalisks, pairing them with units such as infestors and/or corruptors will help counter the advantage the new range upgrade provides.

APM / CPM changes
There was a lot of concern and debate regarding whether APM should be an accurate number or it should be a fun, play style distinguishing factor like it has been traditionally. After hearing a lot of feedback from both sides, we decided to bring back classic APM, and change our current APM (that doesn’t count spam clicks) to be called Commands Per Minute, or CPM.

This way, pro players who want to show off how fast their hands move can do so, while at the same time players who really just want to know how accurate and efficient their actions are can look at CPM.
************

As always, we will continue to follow player discussions on our forums as well as fan sites and beyond, and we look forward to your constructive feedback regarding these changes. As with all balance-related changes, we've made these decisions with great care and consideration to ensure a great playing experience for players of all skill levels.
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Sometimes Artosis and I like to have Hot 6ix with each other - Tasteless
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
Last Edited: 2012-02-10 17:10:04
February 10 2012 17:07 GMT
#2
damn some big changes.

I knew snipe was meant to counter casters more than just all Zerg units.

We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.

took them a while but better late then never i guess.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
February 10 2012 17:08 GMT
#3
Woah, huge changes! They sound very reasonable to me!
Elite__
Profile Joined February 2011
Canada976 Posts
February 10 2012 17:08 GMT
#4
wow big changes, thanks for posting
Shockk
Profile Blog Joined July 2010
Germany2269 Posts
February 10 2012 17:08 GMT
#5
Even though they should just flat out remove gold bases, the change could work.

But the Snipe change is ... debatable, at best. Way to force Terrans into Vikings / Marauders and make them more susceptible to lategame Z tech switches.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
February 10 2012 17:08 GMT
#6
Phoenix <3
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
February 10 2012 17:09 GMT
#7
Nice changes i think, excited how the phoenix range will play out
AdministratorLaws change depending on who's making them, but justice is justice
Azurues
Profile Joined March 2011
Malaysia5612 Posts
February 10 2012 17:09 GMT
#8
Massive changes. Definitely could see more fleet beacon built in future before Carrier removed :D
Barkziee
Profile Joined April 2011
United Kingdom138 Posts
February 10 2012 17:09 GMT
#9
I approve of these changes. But I feel like the phoenix change wont make much difference.
zende
Profile Joined February 2011
Sweden234 Posts
February 10 2012 17:09 GMT
#10
now TvZ will be exactly like TvP. we'll have to scan every 30 seconds to see if a tech switch is up to be able to react in time. wooooooooo!
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
February 10 2012 17:09 GMT
#11
Don't like the snipe change...vikings are pretty easily countered with corrupter/infestor, and weaker snipes are going to make BLs an even scarier pain to deal with...
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Tivu
Profile Joined February 2012
United States244 Posts
Last Edited: 2012-02-10 17:18:31
February 10 2012 17:10 GMT
#12
Good changes imo. Thanks for posting this.
Vardant
Profile Joined November 2010
Czech Republic620 Posts
February 10 2012 17:10 GMT
#13
This to me says HoTS in 2013 more than anything. The changes look really nice though.
SpiffD
Profile Joined August 2010
Denmark1264 Posts
February 10 2012 17:10 GMT
#14
Great changes imo.
Vir prudens non contra ventum mingit
Alacast
Profile Joined December 2011
United States205 Posts
February 10 2012 17:10 GMT
#15
Can someone please clarify for me what the psionic damage component is good/bad against? I'm afraid I'm not too familiar with that damage type. Thanks!
Let us not rail about justice as long as we have arms and the freedom to use them. -Frank Herbert
kju
Profile Joined September 2010
6143 Posts
February 10 2012 17:10 GMT
#16
very nice changes. props to blizzard
dragonborn
Profile Joined January 2012
4781 Posts
February 10 2012 17:10 GMT
#17
best maps

BEST balance patch

EVER EVER EVER
raf3776
Profile Blog Joined August 2010
United States1904 Posts
February 10 2012 17:11 GMT
#18
wow awesome changes. i like the snipe and pheonix change is pretty good imo. It should bring about more motherships in games but I see the mutalisk meta shifting from here on out. the high yield is meh imo. I still think high yield shouldnt be in the game
WWJD (What Would Jaedong Do)
Zen5034
Profile Joined July 2011
United States384 Posts
February 10 2012 17:11 GMT
#19
On February 11 2012 02:06 wichenks wrote:
Patch 1.4.3 was just discussed by David Kim in the situation report:

http://us.battle.net/sc2/en/blog/4448820/Situation_Report_Patch_143-2_10_2012#blog

Snipe damage changed from 45 to 25 +25 Psionic
We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.


Lol. David Kim so PC.

Anyway, thanks for posting this.
Jaedong!
theqat
Profile Blog Joined March 2008
United States2856 Posts
February 10 2012 17:11 GMT
#20
First patch I've felt really good about in a long time. Good on Blizzard for addressing screaming issues head-on for once.
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