Blizzard have revealed they'll be patching the recently released
StarCraft II by mid September. This will be the game's first feature and balance patch and will address a number of issues players are having with multiplayer balance, while also offering more mod features, support for nVIDIA's 3D Vision, Editor improvements, changes to maps (in the realm of "adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect") as well as some pretty meaty changes to all three classes.
You can find a much more detailed run-down of what Patch 1.1 will offer by
clicking here. Keep your eyes peeled too, as we'll be looking to host this locally on AusGamers if possible.
Posted 01:56pm 30/8/10
Posted 02:18pm 30/8/10
no sad face here
Posted 02:37pm 30/8/10
Posted 02:43pm 30/8/10
Posted 03:08pm 30/8/10
I was a bit:
when I read this (tank whores represent) but fuck I hate TvT. Tanks will still be decent against pre-Blink Stalkers and they were never really the unit of choice vs Zealots or Zerglings. This is really about stopping the stupid Viking Wars shit that TvT has devolved to and making Hydras a bit less laughable vs Tanks?
Hopefully they will still be OK when well positioned as a support / artillery unit against bio and won't go off into lolunit oblivion. We shall see :)
Posted 03:13pm 30/8/10
Posted 03:37pm 30/8/10
I hadn't noticed... !
Posted 10:19pm 30/8/10
Posted 12:45am 31/8/10
Posted 01:20am 31/8/10
Posted 07:27am 31/8/10
The thing the totally missed up on is not nerfing Mauraders, they're just too powerful. Quick to get, cheap awesome upgrades (conc/stim), totally rapes armour amongst other units and easily supported by medvacs.
Also Void Rays could have done with a slightly larger charge-up time on the damage.
Posted 09:04am 31/8/10
Nor is Terran in general, my opinion as a random player.
Zerg and Protoss (especially protoss) have the benefit of being able to forget to macro and then just instant spam an army in to defend for example.
Zerg have similar mechanic with larva, but not to as great capabilities as protoss.
The ability to warp/spawn in a handful of units to defend your base is a very advantageous mechanic to have especially with chronoboost. They all come at once as well, the same goes for placing a proxy pylon during a push for fast reinforcements.
Terran does not have any of these benefits.
My point is, that you cannot just continuously nerf one races units and fail to remember other mechanics of the game. Terran relies on being able to hit hard since they cannot instantly warp in many units at once, particularly a fast mass-unit switch.
E.G. You may be going very zealot heavy and halfway across the map on a push and then some banshees hit your base, its very easy as protoss to warp in a few stalkers quickly to deal with them.
Zerg can quickly spawn a handful of hydras or mutas at once. (It is unlikely that you wouldn't have at least one anti-air unit to produce quickly).
Terran on the other hand, if you are going heavy marauders and some mutalisks come harassing your back door, its very very difficult and time consuming to start producing sufficient numbers of marines to deal with them.
This is of course talking late-early to early-mid game where you're probably only just getting onto two bases and are only supporting 3-4 barracks off one base.
Terrans might have some hard hitting units, but you also need to remember any time you see such units, all that is required is a switch to a counter and Terran will have a difficult time switching units in sufficient numbers to fight back.
I generally play random but I know Terran and its weaknesses the most, so I usually love playing against them.
Void Rays are in my opinion broken, the charge up needs to be adjusted somehow, its incredibly easy to sneak even one Void Ray into a base and charge up on an extractor then start taking out probes, if you do this when the enemy pushes out they are screwed, since by the time they warp in some stalkers for example the number of units then required to counter a charged up void ray increases substantially which is a joke, since you cannot micro against a charged void ray - it actually works against you to do so.
See, void rays also have another broken mechanic where by if you actually rapidly change its target and bounce it back and forth, it does more damage than if just left on a single target. It creates a longer charge up time if used, but if already charged its just insane.
Voids need to lose charge faster and take longer to charge on buildings I think. 20-30% longer charge up time would probably suffice.
last edited by Mephz at 09:04:18 31/Aug/10
Posted 05:30pm 31/8/10
-Scissors
Posted 06:24pm 31/8/10