Patch 1.1

Roach

TD Admin
Some new balance updates that are gunna be goin in sometime in september
-------------------------------------------------
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.

We'll see you online!
 

Roach

TD Admin
I think marauders should have been given a nerf..not zealots..and warpgate cooldown +5seconds?! gay.
 

Narf!

TD Admin
They should have nerfed Colossus. With the ranged upgrade, they're more formidable than seige tanks against a lot of ground units AND they're more mobile and don't do splash.

They nerfed siege tanks big time from 50 to 35!? That's ridiculous! And increasing reaper build time is stupid as 'toss don't go zealots against Terrans anyway.

As for zerg...don't fast expand then if your fast expands are having problems. It's your own choice to sacrifice offence for more economy so deal with it and stop QQing about being bunker rushed.
 

Roach

TD Admin
tanks werent nerffed too hard, just against light units

edit: actually i take taht back. That is pretty huge. cause i think zearglings have 40 hp..so now it takes 2 direct hits to kill a zergling with a tank. so 1 speedling > 1 tank

balls
 

Roach

TD Admin
tanks are still same vs armored tho. but it sure does make tank/marine balls a hellofa lot shittier against speed zeals/speedling baneling
 

Dean

TD Member
fully upgraded siege tank will still be un able to 1shot a zergling that has full def upgrades. but keep in mind that the zergling will have 1 hp LOL,usually 2 or more siege tanks roll around with support vs a group of zerglings,banelings etc. with the splash damage cased by each tank it whittles the group down just as quickly as before.

the more I think about it the more I am ok with this.

also this helps with tank harass on maps like Losttemple that has the ledges overlooking the expansions.

edit also keep in mind that after 1 hit from the siege tank the ling only takes 1 shot to kill from a marine,
 

Fork Included

TD Admin
actually the tanks are in line with how they functioned in SC1

which is fine, this will benefit bio balls and zerg (particulary Hydra survival)


TvT will no longer be about tanks and vikings! yaya
 

LT_Clash

TD Member
its nice that they took the only powerful unit zerg had and nerfed it. hopefully the terrin changes will help balance it out. and 647rfd tanks are op because they smart fire where in sc1 you could run 1 ling in take all the hits then send in the rest, it ment that a realy good player could stop all but 1 tank from fireing as not to waste damage, now 1 ling comes in and the tanks deside amongst themsellves whos gonna fire and kill it while the rest o the tanks save there shot for whatevers comeing next. in SC1 a super well microed tank army was almost imposible to deal with on the ground. in SC2 a normal tank army is just as effective.
 

Shortbus

Professional Cocksucker
This still doesnt make zerg on an even level with teh other races imo. Theyre still gimped. I think i may switch to toss or the easy mode terran.
 

Remy

TD Member / Gay Gyoza
I remember when blizz came out and said that terrain was stacked sc1 and they wanted to make sc2 more balanced 12 years later its the same shit.
 
Top