StarCraft II Situation Report: Patch 14

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UntamedLoli
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StarCraft II Situation Report: Patch 14

Post by UntamedLoli »

We would like to thank everyone for taking part in the StarCraft II beta. Your contributions to the beta process have been enormous. Each game and every player who has been actively participating has made an impact on the ongoing balance of the game and every game played has brought to light any possible strengths and weaknesses of the various units and races.

While we are getting to the end of this phase of the beta, we still need your participation and feedback for our latest balance changes in patch 14. As we have in previous reports, we have taken the time to explain a bit more about the changes that have been made and our thoughts on them.

Viking- Ground damage decreased from 14 to 12.

The Viking’s damage has been reduced to make them a little less effective on the ground. Massed Vikings were a little too powerful in a few late game scenarios. Vikings have also become very dominant in terran vs. terran matches and we are testing to see if a small damage reduction will make some other units more viable.

Archon- Build time decreased from 17 to 12.

Archons can now merge a little faster so “mid battle merges” will be a little bit more practical.

Ultralisk- Anabolic Synthesis upgrade removed. - Health increased from 450 to 500.- Speed increased from 2.25 to 2.9531.

Ultralisks have been buffed to include their speed upgrade as by default and to give them a little more endurance in big fights. This may or may not be enough to get the Ultralisk ultimately where we want him to be. We will continue testing going forward.

Infestor- Burrowed move speed increased from 1 to 2.- Peristalsis upgrade removed.
Roach- Organic Carapace upgrade removed.- Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.

There are many different upgrades on the zerg, the Roach and the Infestor both had three upgrades. We are reducing and combining these upgrades so the units get a little bit more powerful or so that you have to buy fewer upgrades to complete your units. We have also reduced the cost of several energy abilities on the Zerg that didn’t see a lot of use. We will continue to monitor these abilities moving forward.

http://forums.battle.net/thread.html?topicId=25172119450



StarCraft II Beta -- Patch 14 (version 0.16.0.15580)

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

Balance Changes

  • PROTOSS
    • [li]Archon
      • [li]Build time decreased from 17 to 12.
      [/li]
    [/li]
  • TERRAN
    • [li]Viking
      • [li]Ground damage decreased from 14 to 12.
      [/li]
    [/li]
  • ZERG
    • [li]Corruptor
      • [li]Corruption energy cost decreased from 100 to 75.
      [/li]
    • Infestor
      • [li]Burrowed move speed increased from 1 to 2.
      • Peristalsis upgrade removed.
      [/li]
    • Overlord/Overseer
      • [li]Pneumatized Carapace cost increased from 50/50 to 100/100.
      [/li]
    • Overseer
      • [li]Infested Terran energy cost decreased from 125 to 100.
      [/li]
    • Roach
      • [li]Organic Carapace upgrade removed.
      • Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.
      [/li]
    • Ultralisk
      • [li]Anabolic Synthesis upgrade removed.
      • Health increased from 450 to 500.
      • Speed increased from 2.25 to 2.9531.
      [/li]
    [/li]

Bug Fixes

  • Map Publishing: the default Battle.net host now points to the correct server.
  • Time Expiration notices that were added for testing of the Guest Pass functionality have been removed.
  • Fixed a crash when trying to open an old replay by double-clicking it in Explorer.


http://forums.battle.net/thread.html?topicId=23094049316&postId=251691345893&sid=5000
Last edited by UntamedLoli on Tue Jun 01, 2010 2:34 pm, edited 1 time in total.
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Re: StarCraft II Situation Report: Patch 14

Post by UntamedLoli »

They nerfed my Viking spam. /sadface
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Re: StarCraft II Situation Report: Patch 14

Post by IskatuMesk »

So, Ultras with 600 health melt to Marauders. Ultras with 450 health melt to Marauders. Ultras with 500 health are going to completely steamroll Marauders no problem!

Vikings, effective against ground? Really? Never tried Marauders, did you? Or tanks? Or Thors? I guess they're good against stuff that can't fight back...


Roach - where's the revamp?
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Re: StarCraft II Situation Report: Patch 14

Post by Lavarinth »

Vikings tear through buildings and units if you move to the center of an enemy's base. Or, they used to.
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Re: StarCraft II Situation Report: Patch 14

Post by IskatuMesk »

Marauders also tear through buildings.

Actually, so do SCV's.

Buildings got health reductions, everything else got massive dps uppages, they die to everything super fast now.
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Re: StarCraft II Situation Report: Patch 14

Post by Theia_Loki »

Lavarinth wrote: Vikings tear through buildings and units if you move to the center of an enemy's base. Or, they used to.
Yup. And they eat up air forces if there's enough of them.

Seriously, they should nerf the Raven's auto turrets and point defense drones durations. They still last a long time.
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Re: StarCraft II Situation Report: Patch 14

Post by Falchion »

Once again, Blizzard did the wrong fixes AGAIN!!!  The best nerf should be the Viking air, and not ground.  That way we'd see more BCs in use!

I'm still to see that Void Ray expense buff.
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Re: StarCraft II Situation Report: Patch 14

Post by UntamedLoli »

Nerfing their air won't make battlecruisers without support any better.
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Re: StarCraft II Situation Report: Patch 14

Post by Falchion »

Hunter_Killers wrote: Nerfing their air won't make battlecruisers without support any better.
Yup.  Maybe adding one more Terran AA could make a difference.
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Re: StarCraft II Situation Report: Patch 14

Post by Theia_Loki »

Update: Vikings still eat up ground forces when there's a lot of them plus attack/armour upgrades. That tiny nerf to damage does nothing.
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Re: StarCraft II Situation Report: Patch 14

Post by Mucky »

How are people losing to vikings? Their ground damage is trash compared to mauraders.
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