Patch 1.1.2 WTHF???

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Falchion
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Patch 1.1.2 WTHF???

Postby Falchion » Fri Oct 15, 2010 7:11 am

Patch 1.1.2 Notes
General:
• Players will no longer receive achievement toasts while their status is set to "Busy."
• The messaging when attempting to load a saved game or replay from a previous version has been clarified.
• Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.



PROTOSS:

Buildings:
• Nexus life and shields increased from 750/750 to 1000/1000.

Void Ray:
• Damage level 1 increased from 5 to 6 (+4 armored).
• Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
• Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.



TERRAN:

Buildings:
• Barracks requirement changed from Command Center to Supply Depot.
• Supply Depot life increased from 350 to 400.

Medivac:
• Acceleration reduced from 2.315 to 2.25.
• Speed reduced from 2.75 to 2.5.

Reaper:
• Nitro Packs speed upgrade now has a Factory Requirement.

Thor:
• Energy bar removed.
• 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).



ZERG:

Buildings:
• Hatchery life increased from 1250 to 1500.
• Lair life increased from 1800 to 2000.
• Spawning Pool life increased from 750 to 1000.
• Spire life increased from 600 to 850.
• Ultralisk Cavern life increased from 600 to 850.

Corruptor:
• Energy bar removed.
• Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).

Infestor:
• Fungal Growth now prevents Blink.

Roach:
• Range increased from 3 to 4.



Bug Fixes:
• Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
• Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
• Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
• Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
• Fixed a desync that could occur on user-created maps with custom mod dependencies.


Instead of nerfing Void Rays, like I always say so, they buff it, I don't believe it... Also, ridiculous that idea of changing Barracks requirement to the Depot! They didn't do such a thing in SC I.

The only thing I liked was the Reaper upgrade change. Should slow down the damn Reaper harassment.
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Re: Patch 1.1.2 WTHF???

Postby DrumsofWar » Fri Oct 15, 2010 7:40 am

Actually, this is a better balance than the last patch. Warp Rays now can't rake through heavy enemy air giving Vikings and Corruptors a chance.

Roaches now might actually be useful besides being used as either a budget Hydralisk or hit-and-run unit. I still think the Corruptor should get 1 armor and Protoss ground get a bit more anti-air but only time will bear that out.

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Re: Patch 1.1.2 WTHF???

Postby Saint_Kerrigan » Fri Oct 15, 2010 7:51 am

Fuck Corruption cooldown. :P It was fine the way it was before.

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Re: Patch 1.1.2 WTHF???

Postby Alevice » Fri Oct 15, 2010 9:36 am

Thors cant be fedback anymore.

But one goal of the patch is to prevent early terran rushes with reapers.

VR got a better kickstart, but cheesier long term, which pretty much kills the point of the unit idea.

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Re: Patch 1.1.2 WTHF???

Postby IskatuMesk » Fri Oct 15, 2010 11:51 am

looooooooooooooooooooooool

The building hp thing isn't going to make a huge difference unless they either A.) double the HP at the very least or B.) make them not armored. The DPS of anti-armor is just way too high.
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Re: Patch 1.1.2 WTHF???

Postby DrumsofWar » Fri Oct 15, 2010 12:44 pm

Eh, maybe it was in response to complaints about Reaper or Stalker hit-and-runs just wasting half their base if they had no defense.

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Re: Patch 1.1.2 WTHF???

Postby IskatuMesk » Fri Oct 15, 2010 2:47 pm

Stalkers? Killing something? lol

also void rays sound a lot better now, maybe Carriers will actually be useful in their stead.
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Re: Patch 1.1.2 WTHF???

Postby Alevice » Fri Oct 15, 2010 5:18 pm

Yeah, stalkers were hihgly unlikely to be considered for this patch, only reaper harass.

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Re: Patch 1.1.2 WTHF???

Postby Krazy » Fri Oct 15, 2010 5:36 pm

Lol why don't they make pool require a second overlord GOODBYE 6-POOL

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Re: Patch 1.1.2 WTHF???

Postby Alevice » Fri Oct 15, 2010 6:22 pm

MAYBE ALL ZERG BUILDINGS COULD COST FOOD AS WELL!

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Re: Patch 1.1.2 WTHF???

Postby AA7Dragoon » Fri Oct 15, 2010 6:40 pm

The Void Ray is actually a balance. On one hand, it boosts base damage which is low before upgrades. On the other hand, it mitigates the massive damage that occurs once the beam hits full charge. 3 Void Rays could wipe out a CC fully charged in a matter of seconds. This is more fair.

The increased HP is a welcome start to mitigate high DPS, particularly for Zerg. Although I disagree with the Spawning Pool being 1000 now. Sheesh.

I feel High Templar lost more utility here because now there's two less units to Feedback.

The Terran tech nerf is a welcome, welcome, welcome addition! Now they have to build a Supply Depot first before a Barracks, AND a Factory before they can do Reaper speed upgrades. I approve.

Roach range is okay, but I can see a lot of good micro players upgrading the speed so they can kite more units now with the improved range.

Protoss anti-air and Zerg anti-air still need to be addressed. If Void Rays are being balanced, then Phoenix and Carriers need another look. I think Zerg needs Scourges again. That will solve the anti-air problem.

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Re: Patch 1.1.2 WTHF???

Postby Krazy » Fri Oct 15, 2010 7:28 pm

Scourges? This is Madness, not Starcraft: Brood Wars.

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Re: Patch 1.1.2 WTHF???

Postby IskatuMesk » Fri Oct 15, 2010 10:50 pm

The reason they didn't add scourge is the same reason they are OP in W&M - the Smart AI. In sc1 you had to be really good at cloning to abuse mass scourge, in sc2 you just a-move and every impact is perfect with zero overkill and it utterly massacres anything they come near. Unless they totally reworked the scourge it wouldn't work like sc1.

Corruptors just need to not suck.
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Re: Patch 1.1.2 WTHF???

Postby Lavarinth » Sat Oct 16, 2010 12:19 am

The Zerg are loved again! Mwuahaha!
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Re: Patch 1.1.2 WTHF???

Postby DrumsofWar » Sat Oct 16, 2010 6:29 am

Not really. Their main weaknesses still haven't been addressed.


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