PROTOSS
TERRAN
ZERG
- Carrier
- Interceptors can now change targets when they are in leash range.
- Dark Shrine
- The cost is now 150/150, down from 100/250.
- Mothership
- Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.
- The Vortex ability has been removed from the game.
- New Ability: Time Warp.
- Creates a temporal field that slows all enemy ground units’ movement speed within a 3.5 radius by 50%.
- This ability costs 75 energy to cast
- This ability can be cast from 9 range.
- Creates a temporal field that slows all enemy ground units’ movement speed within a 3.5 radius by 50%.
- Recall teleports the Mothership and all nearby units owned by the player to the targeted Nexus.
- http://wiki.teamliquid.net/starcraft2/Mothership_Core
- http://wiki.teamliquid.net/starcraft2/Oracle
- Phoenix
- Range increased from 4 to 5. Upgrade still grants +2 range.
- Pylon
- Warp-in on ramps downhill is now allowed. Warp-in to the high ground is not possible anymore.
- Sentry
- Hallucination no longer requires research.
- Stalker
- Blink research time increased from 140 to 170 seconds.
- http://wiki.teamliquid.net/starcraft2/Tempest_(unit)
- Void Ray
- Prismatic Beam
- No longer charges up.
- Weapon period decreased from 0.6 to 0.5.
- No longer does passive +massive damage.
- No longer charges up.
- New Ability: Prismatic Alignment
- Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
- Activating the ability now causes a timer to display over the Void Ray for the duration of the effect.
- Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.
- Supply cost increased from 3 to 4.
- Prismatic Beam
TERRAN
- Armory
- The Armory now only has one armor upgrade for both air and ground upgrades for both Factory and Starport units.
- Battlecruiser
- Yamato Cannon energy cost decreased from 125 to 100.
- http://wiki.teamliquid.net/starcraft2/Hellbat
- Medivac
- New ability: Ignite Afterburners
- Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.
- New ability: Ignite Afterburners
- Raven
- Seeker Missile has been redesigned:
- Energy cost decreased from 125 to 75.
- Can now fire from 10 range.
- Missile comes out and stays immobile in front of the Raven for 5 seconds while charging up, then rapidly moves and explodes at the target for 100 damage plus splash damage.
- Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.
- Energy cost decreased from 125 to 75.
- Seeker Missile has been redesigned:
- Reaper
- New passive ability: Combat Drugs
- Health regenerates 2hp/s if not attacked during the last 10 seconds (same as Protoss shields)
- Health increased from 50 to 60.
- Movement speed increased from 2.95 to 3.75.
- No longer requires a Tech Lab Addon.
- No longer have their anti-building grenades.
- P-45 Gauss Pistol weapon damage decreased from 4 +5 vs. Light to 4.
- New passive ability: Combat Drugs
- Siege Tank
- Siege Tanks no longer require an upgrade in order to enter Siege Mode.
- Thor
- 250mm Strike Cannons has been removed, along with its associated energy bar.
- 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.
- 250mm Strike Cannons has been removed, along with its associated energy bar.
- Widow Mine
ZERG
- Creep Tumor
- No longer spawn instantly, but instead have a three second spawning animation.
- May now be placed on ramps.
- No longer spawn instantly, but instead have a three second spawning animation.
- Hatchery
- The Evolve Burrow upgrade requirement has been moved to the Hatchery.
- The Pneumatized Carapace upgrade now only requires a Hatchery.
- The Evolve Burrow upgrade requirement has been moved to the Hatchery.
- Hydralisk
- New Upgrade: Muscular Augments
- Increases hydralisk off-creep speed from 2.25 to 2.81. Speed on creep unchanged (3.37)
- New Upgrade: Muscular Augments
- Infestor
- Fungal Growth:
- Is now a projectile.
- Speed of the projectile is 12.
- Range up to 10.
- Damage decreased from 30 +10 vs. Armored to 30.
- Is now a projectile.
- Fungal Growth:
- Mutalisk
- Speed increased from 3.75 to 4. Acceleration stays at 3.5.
- New passive ability: Tissue Regeneration
- Mutalisk health regeneration rate increased from .2734 to 1
- Speed increased from 3.75 to 4. Acceleration stays at 3.5.
- Spine Crawler
- This unit now completely blocks pathing when placed next to other structures, including other Spine Crawlers.
- Zerglings and other small units can no longer squeeze in between Spine Crawlers.
- The scale of this unit has been increased from 0.85 to 0.95.
- This unit now completely blocks pathing when placed next to other structures, including other Spine Crawlers.
- Spore Crawler
- This unit no longer requires an Evolution Chamber.
- The weapon damage for Acid Spew has been increased from 15 to 15 + 15 vs. Biological.
- This unit no longer requires an Evolution Chamber.
- http://wiki.teamliquid.net/starcraft2/Swarm_Host
- Ultralisk
- Damage changed from 15+20 armored to 35 flat damage.
- Viper
UNLISTED PATCHNOTE: http://www.teamliquid.net/forum/viewmessage.php?topic_id=400025
On February 24 2013 05:33 Zelniq wrote:
Source
Previously hellbats received +1 to non light/+2 to light with every attack upgrade but now the scaling has been changed to +2 to non light/+3 to light. Max attack hellbats should now 1 shot max armored zerglings and 3 shot max armored emped zealots instead of 4.
Now, Hellbat damage are the following, with the upgrades of :
+0: 18 to non-Light, 30 to Light
+1: 20 to non-Light, 33 to Light
+2: 22 to non-Light, 36 to Light
+3: 24 to non-Light, 39 to Light
This seems more of a 'fix' rather than a 'buff' since all damage upgrades in the game scale by 10% of the base damage rounded. That would also explain why it was forgotten in the patch notes.
I'd say if you really had a concern, it should be with the base damage rather than the upgrades, the upgrades just follow naturally for the most part (sadly, units in certain dmg ranges like the hydralisk get the short end of the stick when it comes to upgrades, since technically they should get 1.5 per upgrade to scale like other units do, but instead get 1, same as the marine which has half the base damage)
Source
Previously hellbats received +1 to non light/+2 to light with every attack upgrade but now the scaling has been changed to +2 to non light/+3 to light. Max attack hellbats should now 1 shot max armored zerglings and 3 shot max armored emped zealots instead of 4.
Now, Hellbat damage are the following, with the upgrades of :
+0: 18 to non-Light, 30 to Light
+1: 20 to non-Light, 33 to Light
+2: 22 to non-Light, 36 to Light
+3: 24 to non-Light, 39 to Light
This seems more of a 'fix' rather than a 'buff' since all damage upgrades in the game scale by 10% of the base damage rounded. That would also explain why it was forgotten in the patch notes.
I'd say if you really had a concern, it should be with the base damage rather than the upgrades, the upgrades just follow naturally for the most part (sadly, units in certain dmg ranges like the hydralisk get the short end of the stick when it comes to upgrades, since technically they should get 1.5 per upgrade to scale like other units do, but instead get 1, same as the marine which has half the base damage)
CLARIFICATION: http://www.teamliquid.net/forum/viewpost.php?post_id=17865306
On February 23 2013 23:39 Hattori_Hanzo wrote:
Hellbats may be built when Armory is constructed.
Hellion transformation is available with Armory research.
Hellbats may be built when Armory is constructed.
Hellion transformation is available with Armory research.
http://us.battle.net/sc2/en/forum/topic/7979378171
Hi everyone,
This afternoon, we will be making the balance changes listed below. This will not require that we bring down the beta service. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!
Terran
Hellion
This afternoon, we will be making the balance changes listed below. This will not require that we bring down the beta service. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!
Terran
Hellion
- Transformation to and from Hellbat Mode now requires the Transformation Servos upgrade from the Factory Tech Lab.
- Transformation Servos requires an Armory and costs 150/150, with a 110 second research time.
http://us.battle.net/sc2/en/forum/topic/7923874068
Now that the highest skilled pro players have been playing the beta for a few weeks, we've been gathering pro level ladder data, pro feedback, as well as watching all the HotS tournaments/show matches that have been going on.
Out of everything we're seeing and hearing from pro players, we think the most important issue we need to deal with rather quickly is early game ZvT.
The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.
Even without this threat, Terran has plenty of early game strategies to utilize vs. Zerg. We're most likely going to add the Hellion to Hellbat transformation upgrade back to the Factory Tech lab with an Armory requirement. This will give Zerg more time to scout and prep against possible Hellbat based attacks when they see lots of Hellions in play.
Out of everything we're seeing and hearing from pro players, we think the most important issue we need to deal with rather quickly is early game ZvT.
The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.
Even without this threat, Terran has plenty of early game strategies to utilize vs. Zerg. We're most likely going to add the Hellion to Hellbat transformation upgrade back to the Factory Tech lab with an Armory requirement. This will give Zerg more time to scout and prep against possible Hellbat based attacks when they see lots of Hellions in play.