Pancakes said:
holy shit this patch is straight up fan service!
Pancakes said:
ShallNoiseUpon said:General
Unit vision up ramps has been reduced by 1.
Interesting. Need to play a few games to see what impact this will have.
PROTOSS
Immortal
Attack range increased from 5 to 6.
Needed buff, good that it's in there.
Mothership
Acceleration increased from 0.3 to 1.375.
The Motherships Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate Mothership Lag issue when a Mothership comes online.
Speed is needed, glad that this is here though.
Stalker
Blink research time increased from 110 to 140.
Needed nerf, good that it's in there.
Warp Prism
Shields increased from 40 to 100.
Say no more about this Holden
TERRAN
Barracks
Build time increased from 60 to 65.
Why was this needed? It's not mass rax strategies are super effective or widespread right now
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
No more lining 'em up
Raven
Seeker missile movement speed increased from 2.5 to 2.953.
Boxer vs. Rain was the only reason this exists and I'm happy
ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Destiny, are you OK? LET US KNOW IF YOU'RE OK
Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
Morph cost change is good. Last time I saw Contaminate's used to any great effect was Idra vs. Zenio, so I don't know why this was needed.
Ultralisk
Build time decreased from 70 to 55.
Something that will help at tournaments:
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.
Full patch notes: http://us.battle.net/sc2/en/forum/topic/1213111662
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
Fixed an issue where units would seem to pop when travelling along cliffs.
Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tanks sieged attack.
SCVs can no longer repair themselves while inside a Bunker or Medivac.
Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile unit
Attack upgrades are now retained by units controlled by Neural Parasite. WTH!! How was this not always the case?!?
If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
Vaporak said:People are probably going to say the immortal buff is good, but it's not going to change much at all except for the bad 1a peeps that let them get stuck behind stalkers.
Keikaku said:Combined with the vision up ramp nerf, it may help in holding off a 1/1/1 all-in. Not completely sure as I don't main Protoss, but that's how I read it.
yes.Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
Pandaman said:what....
Uhhh immortals can now range out marines and don't have to move as far to start attacking tanks/thors etc. Its pretty big and necessary.Vaporak said:People are probably going to say the immortal buff is good, but it's not going to change much at all except for the bad 1a peeps that let them get stuck behind stalkers.
+7 still two shots workers.PhoenixDark said:Even I kind of think the Hellion nerf might be too much. Why not take it to 7 instead of a 50% decrease
Hazaro said:+7 still two shots workers.
This way you need +1 mech weapons to two shot workers, making it more of a strategy to use later in the game like +2 or +3 melee banelings.
what terrans call a 'free second base' everyone else calls a 'mandatory second base'.Jeff-DSA said:This is sooooo stupid. What's going to stop Zerg from getting a free 2nd base now? Combined with slower Barracks, Terran is going to have a harder time keeping up with macro against Zerg. Early pressure against Zerg is going to highly affected here.
Infestors DID NOT NEED A DAMAGE NERF! They needed to remove the root effect, not reduce the damage.
Orbital should be able to be teched to from having 2 Command Centers so 14/15CC is viable.Pandaman said:what terrans call a 'free second base' everyone else calls a 'mandatory second base'.
you're not supposed to have a hard counter to 15 hatch.
every time you find one, it will be nerfed.
Pandaman said:what terrans call a 'free second base' everyone else calls a 'mandatory second base'.
you're not supposed to have a hard counter to 15 hatch.
every time you find one, it will be nerfed.
good. it should be harder.Jeff-DSA said:There's no hard counter to 15 hatch. There's pressuring it, but there's no hard counter. You guys always say, "don't let Zerg macro up." Well yeah, that's going to get harder.
Jeff-DSA said:There's no hard counter to 15 hatch. There's pressuring it, but there's no hard counter. You guys always say, "don't let Zerg macro up." Well yeah, that's going to get harder.
Pandaman said:good. it should be harder.
needing to harass doesn't mean you deserve super powerful harassment units.
they didnt nerf infestors, it sounds like a buff to meJeff-DSA said:This is sooooo stupid. What's going to stop Zerg from getting a free 2nd base now? Combined with slower Barracks, Terran is going to have a harder time keeping up with macro against Zerg. Early pressure against Zerg is going to highly affected here.
Infestors DID NOT NEED A DAMAGE NERF! They needed to remove the root effect, not reduce the damage.
Jeff-DSA said:Needing a 15 hatch doesn't mean it should be super easy. Same argument...
i like itKarl2177 said:I still don't like Fungal. I had an idea the other day to make Fungal freeze for one second, then the units go up to their original speed over the rest of the Fungal time. Thoughts on that?
Karl2177 said:I still don't like Fungal. I had an idea the other day to make Fungal freeze for one second, then the units go up to their original speed over the rest of the Fungal time. Thoughts on that?
4 drones easily hold off bunker rushes, even before the bunker build time was nerfed, and 5 seconds to the barracks build time is another nerf to the bunker rushcdyhybrid said:It isn't though. Bunker rushes, etc.
-COOLIO- said:4 drones easily hold off bunker rushes, even before the bunker build time was nerfed, and 5 seconds to the barracks build time is another nerf to the bunker rush
surround and target the buildercdyhybrid said:You're assuming he's sending one SCV down to build the bunker.
-COOLIO- said:surround and target the builder
sounds goodcdyhybrid said:You're right, I'll go let Nestea know for the next Code S tournament.
Almost certainly because of the way the numbers work out to increase the number of shots a hellion takes to kill things.PhoenixDark said:Even I kind of think the Hellion nerf might be too much. Why not take it to 7 instead of a 50% decrease
cdyhybrid said:You're right, I'll go let Nestea know for the next Code S tournament.
It kills lings in 2 hits, not workers.-COOLIO- said:the blue flame nerf does suck though, its a terrans only answer to massssss zergling map control. they really should have cut back the price on it too at least, i mean nobody thought blue flame was broken and they just HALVED it's effectiveness, who's going to use it now?
Hazaro said:It kills lings in 2 hits, not workers.
+1 kills both in two shots
Everything else Terran has counters Hydra better.-COOLIO- said:yknow what, true enough.
sall good. i used to use them to counter hyrdas too but thats not as big a thang
Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
personally, i found mass blue flame to be the strongest terran counter to mass hyrda by farHazaro said:Everything else Terran has counters Hydra better.
This more suits the role of the hellion and doesn't give it a ton of extra damage vs zealots and sentries
-COOLIO- said:personally, i found mass blue flame to be the strongest terran counter to mass hyrda by far
-COOLIO- said:personally, i found mass blue flame to be the strongest terran counter to mass hyrda by far
-COOLIO- said:yknow what, true enough.
sall good. i used to use them to counter hyrdas too but thats not as big a thang
Forgotten_Taco said:Someone built Hydras vs Terran