Starcraft 2 topic
+20
Nathiniós
(Goggy) - Exilius
Tírius
Gharb
Torukan
Antistia
Rentarn
Valerias
Mandui
Cathee Norris
Sir Lancelot
Flo
Gesh
Chase - Esou
Lini
Avein/Numerius
Jakins
Sophie
Sanara
Lavian
24 posters
Page 5 of 5
Page 5 of 5 • 1, 2, 3, 4, 5
Re: Starcraft 2 topic
Clustering supply depots out of the way is simply the order of business. Supply depots require a fair bit of space even with their much reduced footprint since StarCraft I, and there's only so many of them you can use to wall off your base before it becomes an inefficient defense, since they are very weak mid-game and onward.
Sanara- Posts : 1089
Join date : 2010-02-18
Age : 34
Location : Gotland, Sweden
Character sheet
Name: Farseer Sanara of Ver Ager
Title: Matriarch of Ere Argus
Re: Starcraft 2 topic
Funniest wall off I've ever seen were two protoss who built each 5 warp gates and 10 or so pylons at their ramp (yes one ramp) but then they failed to block one pixel sized path or to build any detection and allowed entrance for a single dtemplar.
Uatan/Puaar- Posts : 53
Join date : 2010-07-29
Age : 32
Location : Finland
Character sheet
Name:
Title:
Re: Starcraft 2 topic
Puaar wrote:Funniest wall off I've ever seen were two protoss who built each 5 warp gates and 10 or so pylons at their ramp (yes one ramp) but then they failed to block one pixel sized path or to build any detection and allowed entrance for a single dtemplar.
Haha, god I know that feeling where you just fail at walling off one pixel. I also one time, instead of walling myself off, I walled my enemy in xD He was stuck in his base as I warped in zealot after zealot from my wall of pylons. No escape!
Antistia- Posts : 2656
Join date : 2010-01-29
Age : 31
Location : The Netherlands
Character sheet
Name: Antistia
Title: Prophet
Re: Starcraft 2 topic
Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.
To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.
Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
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.
And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features
Your thoughts?
Antistia- Posts : 2656
Join date : 2010-01-29
Age : 31
Location : The Netherlands
Character sheet
Name: Antistia
Title: Prophet
Re: Starcraft 2 topic
It seems fine enough, though I'd still like to see Mutalisks and Void Rays nerfed. Only gripe with it is the Siege Tank nerf, it's just too severe. Reduce their base damage to 45 instead or 35, or they'll pretty much become completley obsolete.
Sanara- Posts : 1089
Join date : 2010-02-18
Age : 34
Location : Gotland, Sweden
Character sheet
Name: Farseer Sanara of Ver Ager
Title: Matriarch of Ere Argus
Page 5 of 5 • 1, 2, 3, 4, 5
Similar topics
» On the topic of death.
» Video sharing topic
» The hobbies topic
» On a certain topic of Meta gaming
» The Defias Battle.net topic.
» Video sharing topic
» The hobbies topic
» On a certain topic of Meta gaming
» The Defias Battle.net topic.
Page 5 of 5
Permissions in this forum:
You cannot reply to topics in this forum