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To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.
Terran
Medivac New ability: Emergency Thrusters Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown. The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab: Health restored per second from 9 to 15. Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy. Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds.
Reaper Base speed increased from 2.95 to 3.375 Upgraded speed increased from 3.84 to 4.25.
Widow Mine No longer hits cloaked units. New upgrade: Drilling Claws Decreases burrow time from 3 to 1 second. Requires Tech Lab and Armory. Costs 150/150, 110 second research time.
Thor 250mm Strike Cannons has been removed. The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds. When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage. Thor radius, inner radius, and separation radius increased from 0.8215 to 1.
Raven Seeker Missile has been redesigned: Can now fire from 10 range. Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage. Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.
Hellbat Splash damage radius increased from 90 to 110.
Armory The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.
Protoss
Mothership Recall now functions as it does with the Mothership Core. Vortex now kills a single target. Vortex does not affect massive units.
Mothership Core No longer massive.
Oracle Pulsar Beam Now called “Activate Pulsar Beam” and “Deactivate Pulsar Beam”. When activated, the Oracle’s Pulsar Beam is enabled. Weapon deals 15+10 light. Weapon period changed to 0.86, down from 1. Weapon range reduced to 4.
Build time increased to 50, up from 35. Energy drain is now 4 per second.
Phoenix Range increased from 4 to 5. Upgrade still grants +2 range.
Dark Shrine Cost is now 100/100, down from 100/250.
Tempest Now requires Fleet Beacon. Attacks with two weapons. The primary weapon, Kinetic Overload, hits air units and remains unchanged. The secondary weapon, Resonance Coil, hits ground units, and does not deal bonus damage to massive units. Build time is now 60, down from 75.
Void Ray Prismatic Beam: No longer charges up. Weapon period decreased from 0.6 to 0.5. No longer does passive +massive damage.
Prismatic Alignment (new ability) increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
Zerg
Hydralisk Speed upgrade now requires Lair tech.
Mutalisk Speed increased from 3.75 to 4. Acceleration stays at 3.5.
Swarm Host Health increased from 120 to 160.
Infestor Fungal Growth: Is now a projectile. Speed of the projectile is 10. Range down to 8.
Infested Terrans no longer gain weapon and armor upgrades. Infested Terran egg health down to 70.
Ultralisk Burrow Charge has been removed. Damage changed from 15+20 armored to 35 flat damage.
Viper Health increased from 120 to 150.
http://us.battle.net/sc2/en/forum/topic/7320452320
Just posted
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Like zerg changes 35 flat damage all the time is nice and viper health increase I won't complain :D.
Seeker missile with 300 damage holy shit lol that will be interesting.
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And lo, Terran players looked upon the patch, and they saw that it was good, and they rejoiced.
I don't know what to think quite yet. I'm stunned.
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United Kingdom12022 Posts
I'm not sure what thread we're going to use for this, but this is quite possibly the best changes I've ever seen.
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Oh wow, some of these changes are really amazing. I like the Thor idea as another way for mech to deal with Brood Lords.
Medivac changes are intense. Ultralisk change is nice, but I'm still not sure about it closing space on units.
I'm still sad that Carrier wasn't touched though. 
Edit: really happy they're messing with older units though!
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LOL i dont know what to say, this is INSANE rofl :D
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DT rush will be really good now.
Seeker missile change is interesting.
New medivac seems really good.
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NOOOO BURROW CHARGE ahn well screw it.
More HP on Hosts and Vipers. That's awesome. I fucking hate drops anyway and now they're super strong -_-
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HOLLLYY SHEEET TERRAN
HELL YES !
Its rape time.
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Well Ultra seems situationally really strong now o_O
I like the Infestor changes and Mutalisk changes. Hydra speed change seems good as well.
Void Ray change seems pretty interesting as well.
DT rushes just got a lot stronger o_O Maybe it's to counterbalance the easier detection.
I don't really understand Tempest changes.
Vortex turned into shit.
Don't really know about Oracle changes.
Thor changes seem kind of interesting. No idea what Seeker Missile changes really do.
The Medivac changes seem interesting for making Bio stronger late though I'm not sure if making them even better in skirmishes is the way to go.
Reaper and Widow Mine changes seem all right though 1 second burrow might be too fast.
Overall the patch seems really good.
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Oh my god.
I think... I think I'm crying.
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can someone who has beta explain vortex changes? Seems like it will never be used
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Insane changes, I'm so fucking giddy right now.
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Holy shit! I think I like these changes, especially the Armory Upgrade one. It'll make mech a little more flexible.
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they change everything so dramatically except for fungal growth -_-. Why don't they make it a slow that lasts for eight second and does no damage but is castable while burrowed? it would be a cool change to try and much better than the root it ids now, even if they make it a projectile
EDIT: I just realized that with this new buffed medivac healing rate, it might actually be better to neural parasite medivacs. Doing this will not only prevent the medivacs from healing terran infantry, but the stolen medivacs will also heal your own units.
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On December 06 2012 08:32 SuperYo1000 wrote: can someone who has beta explain vortex changes? Seems like it will never be used
That's the Idea champ!
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vortex what? lol so interesting
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Also no more vortex makes me so damn happy I now imagine I will no longer see mothership in zvp :D
On December 06 2012 08:32 SuperYo1000 wrote: can someone who has beta explain vortex changes? Seems like it will never be used
That's the point they don't want it to be used in competitive play since it's such a shit thing to watch.
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These are the best patch notes I have ever read.
I agree with everything except giving Swarm hosts more hp, they are already very strong when massed.
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omg....so many awesome changes!!!!!!!
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