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Patch 13 Discussion

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 90 91 92 Next
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2010-05-21 03:32:01
May 21 2010 03:09 GMT
#1
Patch Notes


+ Show Spoiler +
General


* Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
* 3v3 and 4v4 formats are now enabled.
* Numerous updates have been made to the Leagues & Ladders system:

o Removed Copper League and added Diamond League above Platinum League.
o Player ratings start at 0, rather than 1000.
o No longer displays loading screen odds in placement or practice league matches.
o Matchmaking system logic updated.

* UDP is enabled to help improve game performance.
* Numerous performance and stability improvements.


Balance Changes


* PROTOSS

o Sentry

+ Force Fields can now be destroyed by Massive ground units walking over them.

o Void Ray

+ Range decreased from 7 to 6.

o Warp Gate

+ Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.

* TERRAN

o Marine

+ Stimpack research cost decreased from 150/150 to 100/100.
+ Combat Shield research cost decreased from 150/150 to 100/100.

* ZERG

o Infestor

+ Infested Terran spell removed.
+ Frenzy spell added:

# Costs 25 energy.
# Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.

o Overseer

+ Contaminate spell added:

# Costs 75 energy.
# Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.

+ Infested Terran spell added:

# Costs 125 energy.
# Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.

o Ultralisk

+ Life decreased from 600 to 450.
+ Damage changed from 25 to 15 (+25 Armored).
+ Damage versus structures increased from 60 to 75.


Hotkey Changes (English Only):


* Zerg Set Worker Rally Point changed from R to G.
* Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey.


Battle.net Interface


* Revamped summary pages for player Profiles and Leagues & Ladders.
* Added a Help system with tech trees and other tips and tricks.
* Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.
* Updated the Battle.net user interface to consistently use a nested menu system.
* Added in-game blocking and player muting.



http://forums.battle.net/thread.html?topicId=23094049316&postId=250240003971&sid=5000#16

I was right about thursday patch notes in my zerg change thread.



There have been many new additions to Patch 13 including the map publishing feature, but as with previous Situation Reports, we wanted to take some time to go into some of the balance changes in particular and explain a bit more about them.

In this patch we are looking to address several balance issues that the community has discovered over the last few weeks. We are also addressing some of the zerg units and abilities that don’t see a lot of use in competitive games. These changes are big enough that we think it’s likely there will be further balance changes to these units as we learn more about how they are playing in the game.

Sentry Force Fields - Force Fields can now be destroyed by Massive ground units walking over them.

We are seeing a lot of great games that rely on Force Field as a key part of protoss strategy. The ability is fun, but we do want to create some more options for enemy players to deal with Force Fields to create some additional gameplay choices in a fight against the protoss. Now Massive units (Thor, Colossus, Ultralisk) will smash a Force Field if they are told to move through them. Ultralisks can use this ability to lead a Zerg charge onto a protoss position while protoss players can use their Colossus in an emergency to allow their army to attack or retreat.

Ultralisk - Life decreased from 600 to 450. Damage changed from 25 to 15 (+25 Armored). Damage versus structures increased from 60 to 75.

We have put in a large number of buffs to the Ultralisk to allow him to close the gap on his enemies. The Ultralisk can now ignore Force Fields and with the Infestor’s Frenzy ability he can ignore all of the ways that the enemy could slow or disable him. With all of these buffs the Ultralisk needed to be rebalanced. We are focusing him more as an anti-armored unit since zerg players already have a few ways to deal with mass light units (Banelings and Fungal Growth). This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios.

Infestor - Infested Terrans spell removed. Frenzy spell added: Costs 25 energy - Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.

We are cutting Infested Terrans since the ability rarely saw use. We have buffed this ability in internal testing and were unable to find a place in which we were happy with it on the Infestor. We are introducing a new ability called “Frenzy” that is especially useful for the short range zerg to get close up to the enemy to do some real damage. Frenzy should be especially helpful on Ultralisks who are trying to get past Thor Strike Cannons, Fungal Growth, or Neural Parasite.

Overseer - Contaminate spell added: Costs 75 energy - Targets a single enemy structure which cannot train units or research upgrades for 30 seconds. Infested Terran spell added: Costs 125 energy - Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.

Void Rays - Range decreased from 7 to 6.

Void Rays are being used aggressively against terrans now, using their range and speed to trap a terran player in their base. This is pretty fun for the protoss player but at a variety of skill levels it is too difficult for the terran player to stop, even if the player sees it coming with good scouting. We think a slight range reduction will help with this match-up without doing too much damage to other matchups.

Terran Upgrades - Marine - Stimpack research cost decreased from 150/150 to 100/100. Combat Shield research cost decreased from 150/150 to 100/100.

We still believe that the terrans are spending too much on infrastructure and are struggling to compete at certain times in the game against the protoss. Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force.

As always, we are continuing to watch the data as we make these changes as well as are continuing to watch for constructive feedback on these changes and more.

The Overseer is designed as a harassment caster. We don’t want to see hundreds of Overseers flying around, but we do like the ability for the zerg to annoy and harass the enemy with spells like Changeling. We added two abilities on the Overseer that were recently removed from other more “combat oriented” units. We expect that player’s will still build 1-2 Overseers to watch the enemy base and provide detection support for your force, but now you can also use the Overseer’s energy to disrupt enemy production and research, or to make small drops that force the enemy to spread their forces.

http://forums.battle.net/thread.html?topicId=25026452511&pageNo=1#0
http://grooveshark.com/#/deltrus/music
Reuental
Profile Joined July 2009
United States457 Posts
May 21 2010 03:12 GMT
#2
Contaminate spell added: Costs 75 energy - Targets a single enemy structure which cannot train units or research upgrades for 30 seconds

The amount of theory crafting I'm doing in my head right now is really giving me a headache.
I'm a Crab made of men.
Z3kk
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2010-05-21 03:22:04
May 21 2010 03:12 GMT
#3
Holy crap, this patch is awesome! The frenzy spell is very interesting.

However, () it really irks me that Protoss got nothing but nerfs, while the Zerg's Overseer is about to get really, really annoying... Contaminate nexus, infested terrans to kill probes? They'll do the damage and just die before an army gets there anyway....not sure if that's a workable strat.. And also some Terran upgrade costs were decreased. The ability for massive units to smash FF's w/o cost is also gonna hurt really badly. Sure Protoss is slightly "imba" right now, but I just feel that at some point, toss players won't be able to improvise (slight exaggeration there but you get my point) anymore and the other races will just have a death grip on Protoss.

Someone tell me if I'm being completely out of line, because I have a nagging suspicion that I'm griefing very hard. =(
Failure is not falling down over and over again. Failure is refusing to get back up.
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
May 21 2010 03:12 GMT
#4
So... is the patch actually coming out?
초대 갓, 이영호 | First God, Lee Young Ho
apm66
Profile Blog Joined April 2010
Canada943 Posts
May 21 2010 03:12 GMT
#5
http://forums.battle.net/thread.html?topicId=23094049316&postId=250240003971&sid=5000#16
(╯°□°)╯︵ ┻━┻
phizzy
Profile Joined April 2010
Australia19 Posts
May 21 2010 03:13 GMT
#6
changes seem interesting, it will good to see what they play like!
if i wanted to kill myself i would have shot my self with a shotgun right in the dick!
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
May 21 2010 03:13 GMT
#7
Bad news for Protoss players. Oh well.
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2010-05-21 03:20:19
May 21 2010 03:13 GMT
#8
Notes

+ Show Spoiler +
General


* Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
* 3v3 and 4v4 formats are now enabled.
* Numerous updates have been made to the Leagues & Ladders system:

o Removed Copper League and added Diamond League above Platinum League.
o Player ratings start at 0, rather than 1000.
o No longer displays loading screen odds in placement or practice league matches.
o Matchmaking system logic updated.

* UDP is enabled to help improve game performance.
* Numerous performance and stability improvements.


Balance Changes


* PROTOSS

o Sentry

+ Force Fields can now be destroyed by Massive ground units walking over them.

o Void Ray

+ Range decreased from 7 to 6.

o Warp Gate

+ Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.

* TERRAN

o Marine

+ Stimpack research cost decreased from 150/150 to 100/100.
+ Combat Shield research cost decreased from 150/150 to 100/100.

* ZERG

o Infestor

+ Infested Terran spell removed.
+ Frenzy spell added:

# Costs 25 energy.
# Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.

o Overseer

+ Contaminate spell added:

# Costs 75 energy.
# Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.

+ Infested Terran spell added:

# Costs 125 energy.
# Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.

o Ultralisk

+ Life decreased from 600 to 450.
+ Damage changed from 25 to 15 (+25 Armored).
+ Damage versus structures increased from 60 to 75.


Hotkey Changes (English Only):


* Zerg Set Worker Rally Point changed from R to G.
* Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey.


Battle.net Interface


* Revamped summary pages for player Profiles and Leagues & Ladders.
* Added a Help system with tech trees and other tips and tricks.
* Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.
* Updated the Battle.net user interface to consistently use a nested menu system.
* Added in-game blocking and player muting.
http://grooveshark.com/#/deltrus/music
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
May 21 2010 03:13 GMT
#9
Damage changed from 25 to 15 (+25 Armored). ...

really??? this is precisely what we don't want
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-05-21 03:15:54
May 21 2010 03:14 GMT
#10
Terran Upgrades - Marine - Stimpack research cost decreased from 150/150 to 100/100. Combat Shield research cost decreased from 150/150 to 100/100.


are you joking?

Im sorry but i refuse to play protoss with bullshit like that, i mean lets buff terran even more?

now not only will marauders have concussive but cheap ass stim too.

blizzard takes the absolute worst possible routes in terms of balancing
Artillery spawned from the forges of Hell
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
May 21 2010 03:14 GMT
#11
Godly patch. More Terran buffs!
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
LooseMoose
Profile Blog Joined April 2010
United States184 Posts
May 21 2010 03:15 GMT
#12
Contaminate seems awesome.

Anyone else feel like the ultralisk is still going to be unused? It's still huge... gets stuck... and will still melt.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
May 21 2010 03:15 GMT
#13
This is the worst patch I've ever seen in my entire life by far

DEAR FUCKING GOD ARE YOU SERIUOS
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
May 21 2010 03:15 GMT
#14
Wow. (My mind if confused)
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-05-21 03:16:00
May 21 2010 03:15 GMT
#15
lol "infestor"



Greatest name ever :p
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
myopia
Profile Blog Joined June 2009
United States2928 Posts
May 21 2010 03:15 GMT
#16
* Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.


does this mean they've already done away with name.identifier?
it's my first day
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
May 21 2010 03:16 GMT
#17
3v3 and 4v4 enabled?!?! AWESOME!!!!
Retvrn to Forvms
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-05-21 03:18:10
May 21 2010 03:16 GMT
#18

We still believe that the terrans are spending too much on infrastructure and are struggling to compete at certain times in the game against the protoss. Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force.


What?

Most of the changes are quite welcome but isn't Terran mass marine shifted the balance right before this patch? I dunno it seems quite excessive to need to buff them. The only thing I can interpret them as saying is that they don't want Terran to need the 1 of each tech building build? Seriously?

Zerg gonna get Raped.

Also kinda scratching my head at Frenzy, that's nice but its pretty much an Ultralisk/Broodlord(?) only thing unless you're in 2v2.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
May 21 2010 03:16 GMT
#19
44 damage with a frenze ultralisk un-upgrade. Marauder counter?
http://grooveshark.com/#/deltrus/music
fellcrow
Profile Blog Joined March 2010
United States288 Posts
May 21 2010 03:17 GMT
#20
Don't know what to think about the Ultralisk. Its damage has been buffed and it now is gonna destroy armored units and structures like the beast that it is, which i am totally cool with, but the hp nerf Honestly they just die SO FAST. Ever tried attacking thors or siege tank with ultralisks. They die before they get to the intrechment. In BW you had swarm to help you move up, now you have...nothing. Your shit is gonna die before it makes it there to do its damage. I dunno. What do you guys think?
Has anyone really been far even as decided to use even go want to do look more like?
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