not complaining about the patch, i just think this raises some PvZ issues
Patch 8 Discussion - Page 3
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Atrioc
United States1865 Posts
not complaining about the patch, i just think this raises some PvZ issues | ||
btlyger
United States470 Posts
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sashkata
Bulgaria3241 Posts
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SuperJongMan
Jamaica11586 Posts
That's so lame. =(, the best kiting unit in SC2 just got raped. | ||
Gnosis
Scotland912 Posts
On April 08 2010 02:40 See.Blue wrote: Initial reaction to the terran changes is positive. Seeing less marauder would make me a happy camper. Does the -5 second build time on tanks really change much though? It means that in TvZ, tanks will come out in time for early 1 base roach push. This also means that in TvZ you can now probably safely 1 fact FE. | ||
KungKras
Sweden484 Posts
Trollilolol? | ||
YunhOLee
Canada2470 Posts
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Puosu
6983 Posts
On April 08 2010 02:45 MasterZilla wrote: Oh, poor void rays.. Damage nerf, cost increase AND armor nerf? Mine died pretty easily as it was Read again jesus christ, they increased the damage and made it more of a glass-cannon unit. | ||
ThisIsJimmy
United States546 Posts
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Floophead_III
United States1832 Posts
Void ray change makes sense since they were too strong vs vikings. Roach and hydra nerf were 100% needed. However, I don't see the roach nerf completely fixing roach spam in ZvmechT. Mech is stronger by a good bit, but roaches now are going to be a much stronger choice given the marauder nerf. I'm worried roach spam in ZvT will be too powerful now. The marine damage vs them only went from 4 to 5, whereas roaches now will actually be useful vs marauders earlygame. I'm very curious to see how this plays out, but I feel zerg is still too strong. | ||
Garalor
Germany136 Posts
but its ok, because i dont used void so much.. i hope that a little toss air unit love will come with the addons :D | ||
On_Slaught
United States12190 Posts
They cost more now, die easier and take longer to get to their highest level of dmg. However they now do more base dmg and once they do get to the second level of dmg it does more than before. I think the increased dmg to the second level of dmg is mitigated due to the fact you lost the entire 3rd stage of dmg from the way they are now. Overall I think it's a slight nerf to VR. | ||
onmach
United States1241 Posts
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ZenDeX
Philippines2916 Posts
EDIT: This one is fake. OP changelog is real. + Show Spoiler + StarCraft II Beta – Patch 8 (version 0.9.1.14341B) The latest patch notes can always be found at http://forums.battle.net/thread.html...49316&sid=5000 Balance Changes * TERRAN o Marauder + The vespene gas cost has been increased from 25 to 50. + The damage has been changed from 10+10 armoured to 8+12 armoured. o Hellion + The damage has been changed from 8+6 light to 8+10 light + Infernal Preigniter now increases +light damage +6 instead of +10 o Siege Tank + The vespene gas cost has been decreased from 125 to 100 o Bunker + The hit points have been increased from 400 to 500 o Medivac + Fixed an issue that sometimes caused it to cease healing friendly infantry o Raven + Hunter Seeker Missile now causes a red graphic on it's target unit o Thor + Slightly reduced collision size to improve unit pathing. * PROTOSS o Warp Prism + Shields increased from 40 to 50. o Sentry + Force Field energy cost increased from 50 to 75. + Hallucination energy cost decreased from 100 to 75. o Pheonix + Build time decreased from 45 seconds to 30 seconds. o Immortal + Damage decreased from 20+30 armoured to 15+25 armoured. o Carrier + Interceptor range decreased from 8 to 7. o Twilight Archon + Attack range increased from 2 to 3. * ZERG o Zergling + Build time increased from 24 to 28. o Roach + The vespene gas cost has been increased from 25 to 50. + Base armour value has been decreased from 2 to 1. o Queen + Transfusion amount healed has been increased from 125 to 200. o Infestor + Infested Terrans duration increased from 20 to 30. + Infested Terrans spawned increased from 1 to 3. + Infested Terrans energy cost increased from 25 to 50. o Ultralisk + Slightly reduced collision size to improve pathing Bug Fixes * Fixed an issue in which players would desync when building mutliple Nexus at once. * Fixed an issue that caused enemy colours to swich during the game * Fixed a bug that temporarily locked the interface in the event of mutliple shift commands * Fixed an exploit where Zerglings could climb cliffs on certain maps | ||
theqat
United States2856 Posts
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kickinhead
Switzerland2069 Posts
/agree rest is quite nice though | ||
zomgzergrush
United States923 Posts
EDIT: Wait, is the other changelog someone posted correct? If so, should change OP... | ||
Sju av Nio
7 Posts
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Gnosis
Scotland912 Posts
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Gryffes
United Kingdom763 Posts
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