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StarCraft II Beta – Patch 8 (version 0.10.0.14803)

Started by frequency on 4:47am 8/4/10. 1,522 views and 24 posts, 0 users reading, last post by WidowMaker.

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Quote from Blizzard:
The latest patch notes can always be found at
http://forums.battle.net/thread.html?topicId=23094049316&sid=5000

General


* Korea
* Added support to display the game rating information on the login screen.


Balance Changes


* TERRAN

o Thor

+ Build time decreased from 75 seconds to 60 seconds.

o Siege Tank

+ Build time decreased from 50 seconds to 45 seconds.

o Marauder

+ Concussive Shells now require an upgrade.

o Barracks Tech Lab

+ Concussive Shells upgrade added.
+ Concussive Shells upgrade costs 100/100 and takes 80 seconds to complete.

* PROTOSS

o Void Ray

+ Changed to only have 2 damage levels instead of 3. Still takes the same amount of time to fully charge.
+ Base damage changed from 2 (+4 armored) to 5.
+ Powered-up damage changed from 8 (+16 armored) to 10 (+15 armored).
+ Armor value decreased from 1 to 0.
+ Cost increased from 200/150 to 250/150.

* ZERG

o Roach

+ Burrowed move speed decreased from 2 to 1.4.
+ Armor value decreased from 2 to 1.

o Hydralisk

+ Life decreased from 90 to 80.
Posted on Thursday, 8th April 2010
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Nice. Positive changes overall, as A T player I am a little disappointed to see the marauder lose their concussive, but I do think it was needed.

Looking forward to checking the changes out when I get back from my camp trip
Posted on Thursday, 8th April 2010
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Yay terran mech builds get ever closer to being viable
And agree about maruader nerf, it was needed in early game. TvP was very easy if you attacked with maruaders before they got an immortal out.

V.good patch. ALthough void ray :S!
Posted on Thursday, 8th April 2010
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Good for P, but I feel immortals will be very strong now T_T
Posted on Thursday, 8th April 2010
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Think this is a good thing for me since I normally play protoss:D
Posted on Thursday, 8th April 2010
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mf-
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WTF

1 Armour instead of 2 Armour on roach is absolutely ******* massive.... Massive nerf... Here is some basic math for you...

Marine = 25(125/5) hits instead of 31(125/4) hits
Zergling =31(125/4) hits instead of 41(125/3) hits
Zealot = 8 (125/14) hits instead of 10 (125/12) hits

*Note: Zealots have two 8 damage attacks, so you have to subtract the armour on each attack.
Hence (8-1 + 8-1) or (8-2 + 8-2)

As i play mech with my TvZ anyway, this isn't so much of a big thing. But ZvZ just drastically changed.

Marauder nerf is preety ******* massive. I know aussies can't really kite protoss/zerg with our battlenet lag, but the us/euro players were fulling exploiting the concussive attack. Now it just seems unobtainable early game to get stim/concussive and do a timing push.. to much teching.

Wat i just DONT understand if if you are massively nerfing these 2 units (roach/marauder) why was Immortal not touched at all.

Edited twice, last edited 8/4/10 - 12:20pm.
Posted on Thursday, 8th April 2010
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Quote from mf- on the 8th of April 2010:


As i play mech with my TvZ anyway, this isn't so much of a big thing. But ZvZ just drastically changed.

Marauder nerf is preety ******* massive. I know aussies can't really kite protoss/zerg with our battlenet lag, but the us/euro players were fulling exploiting the concussive attack. Now it just seems unobtainable early game to get stim/concussive and do a timing push.. to much teching.

Wat i just DONT understand if if you are massively nerfing these 2 units (roach/marauder) why was Immortal not touched at all.
ZvZ was shit anyway, people had been complaining forever of how boring/broken it was. Early to mid Game was whoever had more roaches wins the game. No real room for strategy when you lose if you dont have enough roaches. I think blizz are trying to shake up zvz with this armour nerf, as the armour nerf doesnt affect tvz and pvz that much imo as you dont mass zealots/marines to counter roaches.

Maurader nerf isnt THAT big, it only effects early game. I think its similar to the nerf that warp gate received. Warp gate got delayed because pvp was broken in early game, and concussive shell got delayed because tvp was kinda broken in the early game (defintely not to the extent that pvp was with warpgate pre nerf). It was a massive uphill battle for protoss if terran got into your base before immortals came out as zealots couldnt touch marauders and stalkers got smashed by marauders.

Dunno about immortal needing a nerf. Sure i rage when i see an immortal take down a bajillion maruders when i push, but if i dont screw up my EMPs it becomes a very even fight.

Either way, i cant wait until i get past this roadblock of uni assignments so i can try the new changes.

Edited twice, last edited 8/4/10 - 1:02pm.
Posted on Thursday, 8th April 2010
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Immortal needs nerf.

But we're talking early to mid game here where gas is something in high demand. Your going to tech stim (150 gas), tech concussive shots (? gas), Ghost Lab (200 gas? Think thats right), Ghosts (150 gas) Marauders (25gas).

In other words, you can't do a aggresive early-mid game push with marauders with 1/2 ghosts. You wont have that ghost support that you previously had.

But meh, i'll try anyway. When it comes to fights, unles they have massed zealots, why do you really need the slow anyway. I'll most likely put that gas into +1 weaps.
Posted on Thursday, 8th April 2010
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Quote from mf- on the 8th of April 2010:
Immortal needs nerf.

Do not even........
Posted on Thursday, 8th April 2010
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And its about time those god damn marauders got hit by the nerfbat
Posted on Thursday, 8th April 2010
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This is an AWESOME patch, not only for the balance changes, but that it proves blizzard IS listening to peoples concerns, just hoping patch 6 brings in high ground advantage!
Posted on Thursday, 8th April 2010
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Quote from Unstable87 on the 8th of April 2010:
This is an AWESOME patch, not only for the balance changes, but that it proves blizzard IS listening to peoples concerns, just hoping patch 6 brings in high ground advantage!

Yeah i noticed that high ground doesnt mean anything. Unlike starcraft 1 where taking a hill meant something
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Quote from zoltanium on the 8th of April 2010:
Yay terran mech builds get ever closer to being viable
YAY can be like sc1 where the terran just gets siege tanks and wins because they can press o

ZvZ has been shit for ages and needs a nice fix. Who has better muta/scourge micro /boring
Posted on Thursday, 8th April 2010
[10:46] pa1ny(warpain): your a idiot
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Well, It's E now, not O.

But ZvZ is even more boring in SC2 than it was in SCBW, but I'm really not quite sure how that's meant to be fixed ;/
Posted on Thursday, 8th April 2010
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Z is really boring in any MU, TvP is by far the best and most entertaining MU.
Posted on Thursday, 8th April 2010
 
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StarCraft II Beta – Patch 8 (version 0.10.0.14803)