AUS/NZ
PC PS XBOX GIRL TV STORE
Login:
? Sign Up!
Powered by AMD
E-Sports Communities & Competitions

Unconfirmed 1.1 Patch Notes

Started by BLACK DYNAMIGHT on 9:44pm 16/9/10. 1,365 views and 38 posts, 0 users reading, last post by tgun.

Currently reading (0 users):
Page 1 of 3 1 2 3 Next Last
OP
Joined: 9/4/07
Posts: 3,681
Defaults: AU - PC: Call of Duty
using Chrome 18.0
Rep:
46%
I am sure a lot of you read Team Liquid, but for the people that don't, this was posted:

Quote:

Maps
- Destructible Rocks have been added to the natural expansions of Desert Oasis, and the center has been narrowed.
- Various ladder maps have been added.

General
- Ground Units of type Psionic now have vision in the air plane.

Protoss
- Zealot build time increased from 33 to 38 seconds.
- Zealot warp-in cooldown increased from 23 to 28 seconds.
- Warp Prisms now unload their cargo instantly while in Phasing Mode.
- Chronoboost cooldown increased from 0 to 20 seconds.
- Dark Shrine build time decreased from 100 to 80.
- Dark Shrine cost decreased from 100 minerals 250 gas to 100 minerals 200 gas.
- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.

Terran
- Reaper build time increased from 40 to 45 seconds.
- Bunker build time increased from 30 to 35 seconds.
- Siege Mode damage decreased from 50 to 35, +15 armored.
- Siege Mode damage upgrades per level changed from +5 to +3, +2 vs. armored.
- Battlecruiser damage vs. ground decreased from 10 to 8.
- Calldown MULE cooldown increased from 0 to 40 seconds.
- Planetary Fortress build time decreased from 50 to 40 seconds.
- 250 mm Cannons research time decreased from 110 to 80 seconds.
- 250 mm Cannons cost decreased from 150 minerals 150 gas to 100 minerals 100 gas.
- 250 mm Cannons may now be used on friendly and neutral structures and units.

Zerg
- Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored.
- Ultralisk Ram attack removed.
- Nydus Worms can now be cancelled and refunded while building.
- Overlord base speed increased to from 0.469 to 0.938.
- Overlord upgraded speed increase from 1.875 to 2.344.
- Overlords can now use Excrete Creep while moving.
- Overlord base speed now decreases from 0.938 to 0.469 while Excrete Creep is active.
- Overlord upgraded speed now decreased from 2.344 to 1.875 while Excrete Creep is active.
- Spawn Larvae energy cost reduced to 20 from 25.

Bugfixes
- Fixed a bug that caused cloaked units to cast shadows.
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
- Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
- Fixed a bug that allowed SCVs to construct halted buildings from within Bunkers.
- Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.
- Fixed a bug that caused Random players to not see their cursor during the loading screen.
- Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units.

General
- Improved the functionality of voice chat.
- Manually queued waypoints can now be set to all 5 basic commands.
- Numerous performance and stability improvements.

www.teamliquid.net/forum/viewmessage.php?topic_id=153362

The source came from

www.goodgame.ru/read_topic.php?t=17450&pg=0

Hoping these patch notes are legit, balance changes are really good. CD on MULE to prevent dropping 5 MULEs on 1 place? Awesome. I don't 100% agree with the Chrono Boost nerf, I don't mind having a cool down, but 20 secs? It's gonna be hard to get rid of your energy.
Posted on Thursday, 16th September 2010
DYNAMITE, DYNAMITE
Joined: 5/4/10
Posts: 821
Defaults: AU - PC: Starcraft
using Firefox 11.0
Rep:
38%
They seem pretty legit, and all of them seem to be nice changes.
Posted on Thursday, 16th September 2010
Joined: 4/5/10
Posts: 391
Defaults: AU - PC: Starcraft
using Chrome 12.0
Rep:
32%
cpy + paste of my reply on teamliquid:

Some of these are fantastic, the chrono boost change im not sure im a huge fan of, since there's build i use where i specifically save up chrono to use it on (for example) robo + robo bay at the same time (for collosi and range), the mule calldown-cooldown is amazing.

Obvioulsy im skeptical in general anyway, but the ones that most standout as a bit 'wtf?' are:

- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.

Carriers alrdy spawn with four interceptors i think? Unless this WAS the case at one point and they removed it, cos i definitely remember building carriers and them spawning straight away with 4 interceptors, but i havent built carriers in a while... And the cost increase without some other boost seems downright bizzare to nerf a unit that alrdy sees little to no play-time in high level play...

- Overlord upgraded speed increase from 1.875 to 2.344.
Whilst the base speed upgrade makes sense (allowing z to actualy scout the whopping amount of gay shit the other races can throw at them off 1-base), i dont really see a major need for this one ^_~


- Planetary Fortress build time decreased from 50 to 40 seconds.
This one seems downright ******ed... seriously i dont understand this one at all, is anyone really complaining that planetary fortress's are too weak so they need to build quicker? If a T is greedy and expands to a spot it cant defend you should get a window to punish them, and i hardly think 50 seconds is too large of a window :
Posted on Thursday, 16th September 2010
Pinder on sc2, member of http://www.archaic-esports.com/
OP
Joined: 9/4/07
Posts: 3,681
Defaults: AU - PC: Call of Duty
using Chrome 18.0
Rep:
46%
I think the carrier change is, when you build a carrier, you have to build 4 more interceptors (you already start with whatever amount), so now when you build a carrier, you don't need to build any more interceptors.

Either that, or it's fake
Posted on Thursday, 16th September 2010
DYNAMITE, DYNAMITE
Joined: 18/1/10
Posts: 114
Defaults: AU - PC: Starcraft
using Firefox 3.6
Rep:
34%
I'm 99% sure its legit lets think about it

Zerg macro (spawn larvae) HASTO be done every 45 seconds. otherwise does nothing u cant catch up by doing 2-3 at a time.

Protoss macro - u forget to chrono? its ok spam it all at once.

Terran macro - same as above.


It makes it so that u lose efficiency if you dont use the macro mechanics just like zerg haveto
Posted on Thursday, 16th September 2010
Joined: 10/12/08
Posts: 3,519
Defaults: AU - PC: Black Ops
using Chrome 19.0
Rep:
65%
Game Administrator
lold at the larvae part
Posted on Thursday, 16th September 2010
  • CG Contributions:
  • PC SC2 Admin
Like Gamestah On Facebook Today
Joined: 13/12/08
Posts: 300
Defaults: AU - PC: Starcraft
using Firefox 12.0
Rep:
37%
i like most of these changed especially that MULE one.
i don't get this tho "Ground Units of type Psionic now have vision in the air plane."
???
Posted on Thursday, 16th September 2010
Joined: 4/5/10
Posts: 391
Defaults: AU - PC: Starcraft
using Chrome 12.0
Rep:
32%
Quote from Unstable87 on the 16th of September 2010:
I'm 99% sure its legit lets think about it

Zerg macro (spawn larvae) HASTO be done every 45 seconds. otherwise does nothing u cant catch up by doing 2-3 at a time.

Protoss macro - u forget to chrono? its ok spam it all at once.

Terran macro - same as above.


It makes it so that u lose efficiency if you dont use the macro mechanics just like zerg haveto
just because it makes sense, and me, you, and everyone else thinks its a good idea, doesnt make it legit .

The only problem is that zerg and terran both have some other, even if much less efficient, uses for there unspent energy... zerg can both creep tumour or heal, terran can scan or calldown (both of which are actually still sick-good), protoss can.... spend it either 100% perfectly, or have a lot of 75-100nrg nexus's sitting around .
Posted on Thursday, 16th September 2010
Pinder on sc2, member of http://www.archaic-esports.com/
Dox
Joined: 17/4/10
Posts: 459
Defaults: AU - PC: Starcraft
using Chrome 17.0
Rep:
46%
Moderator
Quote from instazZ on the 16th of September 2010:
i like most of these changed especially that MULE one.
i don't get this tho "Ground Units of type Psionic now have vision in the air plane."
???
It means Psionic units (Ghosts, Archons, Infestors) have the same vision as a Colossus (ie. Can see up cliffs)
Posted on Friday, 17th September 2010
| Twitter: @ACLDox | Skype: Dox_au | Steam: Dox_au | Facebook: DoxSC2 |
Joined: 4/5/10
Posts: 391
Defaults: AU - PC: Starcraft
using Chrome 12.0
Rep:
32%
Quote from Dox on the 17th of September 2010:
Quote from instazZ on the 16th of September 2010:
i like most of these changed especially that MULE one.
i don't get this tho "Ground Units of type Psionic now have vision in the air plane."
???
It means Psionic units (Ghosts, Archons, Infestors) have the same vision as a Colossus (ie. Can see up cliffs)
okay i skimmed over that when i first read it, that seems utterly bizzare and stupid to me, why should a ht/ghost/archon/infestor get highground vision :
Posted on Friday, 17th September 2010
Pinder on sc2, member of http://www.archaic-esports.com/
Joined: 9/2/10
Posts: 126
Defaults: AU - PC: Dota 2
using Opera 9.80
Rep:
35%
"those changes make far too much sense to be legit" - Idra

Guffaw.
Posted on Friday, 17th September 2010
Mmm
Joined: 5/4/10
Posts: 821
Defaults: AU - PC: Starcraft
using Firefox 11.0
Rep:
38%
Quote from Dox on the 17th of September 2010:
Quote from instazZ on the 16th of September 2010:
i like most of these changed especially that MULE one.
i don't get this tho "Ground Units of type Psionic now have vision in the air plane."
???
It means Psionic units (Ghosts, Archons, Infestors) have the same vision as a Colossus (ie. Can see up cliffs)
Yeah, basically it's their way of apologising for a stupid cliff mechanic.
Posted on Friday, 17th September 2010
Joined: 18/5/10
Posts: 109
Defaults: AU - PC: Starcraft
using Chrome 12.0
Rep:
44%
Moderator
This would be the best patch ever if true.
Posted on Friday, 17th September 2010
SC2 replays and videos from AUS/NZ: http://www.youtube.com/sephyresc
Joined: 12/6/08
Posts: 512
Defaults: AU - PC: Counter-Strike
using Chrome 18.0
Rep:
71%
Game Administrator
I think the chrono cooldown is strange. I understand the idea in regards to macro, but its not like it was something that NEEDED to be changed. The overlord speed change, adding additional build time to things - clearly all balance changes - but the chrono seems wierd to me - if anything it could ruin protoss options.
Posted on Friday, 17th September 2010
Joined: 9/2/10
Posts: 126
Defaults: AU - PC: Dota 2
using Opera 9.80
Rep:
35%
Quote from Pandan on the 17th of September 2010:
I think the chrono cooldown is strange. I understand the idea in regards to macro, but its not like it was something that NEEDED to be changed. The overlord speed change, adding additional build time to things - clearly all balance changes - but the chrono seems wierd to me - if anything it could ruin protoss options.

It's very unlikely that it is legit
Posted on Friday, 17th September 2010
Mmm
 
Page 1 of 3 1 2 3 Next Last

Unconfirmed 1.1 Patch Notes