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Have you seen the patch notes for the upcoming 1.1? Zalis Send a noteboard - 31/08/2010 02:15:43 PM
Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.


/edits/
I hate the editing <>s here.
The sword might be grateful to the forge fire, but never fond of it.
Situation Report: Patch 1.1 and Beyond
This message last edited by Zalis on 31/08/2010 at 02:17:54 PM
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Your thoughts on Starcraft 2 units - 31/08/2010 11:22:45 AM 1088 Views
Have you seen the patch notes for the upcoming 1.1? - 31/08/2010 02:15:43 PM 902 Views
I swear, I posted a pretty lengthy reply, but it's gone now *NM* - 31/08/2010 07:59:01 PM 478 Views
Re: Your thoughts on Starcraft 2 units - 31/08/2010 08:31:03 PM 872 Views
Agreed on the queen. The corruptor remains awful. - 31/08/2010 09:25:08 PM 626 Views
I generally agree - 31/08/2010 10:44:20 PM 718 Views
Ultralisks counter Siege Tanks - 01/09/2010 01:59:26 AM 758 Views
That is where the Overlord drops come in handy - 01/09/2010 02:10:03 AM 680 Views
Re: That is where the Overlord drops come in handy - 01/09/2010 02:29:23 AM 789 Views
I don't play as Zerg either, but I've seen it done effectively. Check out this video - 01/09/2010 03:13:51 AM 797 Views
That was a great move! - 01/09/2010 03:24:46 AM 873 Views
Yeah the roaches made a huge difference - 01/09/2010 07:42:46 AM 759 Views
Alright, second crack at this... - 31/08/2010 10:22:40 PM 792 Views
Re: Alright, second crack at this... - 01/09/2010 02:27:27 AM 842 Views
Re: Alright, second crack at this... - 01/09/2010 07:56:06 AM 769 Views
Re: Alright, second crack at this... - 02/09/2010 07:13:21 AM 745 Views
Also, wraiths are worse than useless - 31/08/2010 10:49:17 PM 680 Views
Marauder... expensive? - 02/09/2010 04:30:47 AM 752 Views
Re: Marauder... expensive? - 02/09/2010 05:21:22 AM 611 Views
Well, we've got Force Field, Hallucinate, Psi Storm and Feedback, so I'm not complaining . - 02/09/2010 07:04:39 AM 643 Views
They're handy in team games. Not so much in 1v1. - 02/09/2010 07:35:10 AM 700 Views
In regards to Infested Terrans - 02/09/2010 07:48:36 AM 782 Views
It's slow as all hell. - 02/09/2010 08:02:51 AM 749 Views
It depends... - 02/09/2010 08:34:53 AM 740 Views

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