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First StarCraft II Patch Detailed, Hitting September

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August 30, 2010 10:10:35 PM

I hope lurkers will find there way back.... missed those cute agro moles!
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11
August 30, 2010 10:32:13 PM

miss those lurkers too
they're in the map editor but i don't see them making a return until maybe the expansions
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2
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August 30, 2010 10:36:17 PM

I wonder how the changes will affect the single player story mode.
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4
August 30, 2010 10:38:44 PM

The ultralisk change is hardly a nerf. They are losing 5 damage against armored, but their cleave ability now applies to buildings as well which is very useful. That being said, I can't wait for the patch.
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7
August 30, 2010 11:01:47 PM

we want, Multilingual pack for Latin america version!
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-4
August 30, 2010 11:21:52 PM

Still waiting for them to get rid of the necessity for internet to play :( 
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10
August 30, 2010 11:36:41 PM

LoL. They say tanks are doing too well.. but in SC tank siege damage is 70. And it works just fine.

Blizz... round robin nerfing is not a solution to game balance. Ever notice how 90% of balance changes in all patches (beta and now) are nerfs?

They nerf a unit, then they have to nerf another, cause it became too powerful following the original nerf, etc, etc. *sigh* at least there is still SC1 to come back to
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4
Anonymous
August 30, 2010 11:43:56 PM

> at least there is still SC1 to come back to

SC1 at its present form is a culmination of "nerfs". Balancing the game is a continuous process.

If there's one thing I'd like to see nerfed in SC2, it would be those friggin void rays.
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14
August 30, 2010 11:46:09 PM

plancheroStill waiting for them to get rid of the necessity for internet to play


Necessity is only to activate, just like most Microsoft products (unless you phone them in). As far as custom games go, they are played Peer to Peer, so if you understand basic routing and port forwarding, the furthest you are from another player is two hops on a LAN.
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2
August 30, 2010 11:47:24 PM

rmse17LoL. They say tanks are doing too well.. but in SC tank siege damage is 70. And it works just fine. Blizz... round robin nerfing is not a solution to game balance. Ever notice how 90% of balance changes in all patches (beta and now) are nerfs? They nerf a unit, then they have to nerf another, cause it became too powerful following the original nerf, etc, etc. *sigh* at least there is still SC1 to come back to


Have you actually been playing SC2? Seige tanks really are a lot more powerful than in SC1, it's a different game. And if you don't understand that, I don't think you should be making comments about how to balance.
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-1
August 30, 2010 11:48:54 PM

Darn... there goes my tank strategy.
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-2
August 30, 2010 11:57:53 PM

rmse17LoL. They say tanks are doing too well.. but in SC tank siege damage is 70.
I'm not completely opposed to what they did, but I think they took it too far. I'm a Terran player, btw. They should have changed them to something like 40 damage, +10 vs armored. Good compromise.

The zealot build time needed nerfing. My protoss friends could pump out an amazing amount of zealots very early on. Chrono boost is pretty amazing too, but with the zealot changes it doesn't matter to me.

I disagree with the changes to battlecruiser damage. I mean... nerf BCs (which cost 400/300 each and require a Core, not to mention additional upgrades to be effective), increase build time on Reapers and Zealots... but ignore Void Rays? Even my Protoss buddies all lament the fact that Carriers are half dead now. They're just not usually worth it anymore, you can dump out VRs fast and relatively cheap.
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2
August 30, 2010 11:58:00 PM

Sounds to
me that blizzard is taking
a nerf bat to the
really cheese builds
this time around.

All races seem to be
needing the nerf bat just
doesn't seem right to me.

Wonder if blizzard
is going
to make it so
that all
you can do is mid to late game builds?
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-6
August 31, 2010 12:49:32 AM

Here I thought void rays were the big issue.
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5
August 31, 2010 12:51:43 AM

Not happy with this prelim list of changes. Nothing to MMM, nothing to void rays. And no, im not a zerg player.

Zealot change really hurts toss vs zerg as it will be tough to get that unit out before the zerglings arrive. Let alone a second one.

Battle cruisers and siege tanks never had a issue with.
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2
August 31, 2010 12:57:32 AM

chrisliskIf there's one thing I'd like to see nerfed in SC2, it would be those friggin void rays.

No, not my precious Void Rays!

If there is one thing I would love for them to add is auto login on my PC. I can't stand all these companies having to cover their asses by removing useful features for everyone so that a few don't screw themselves over!

Oh, and how about letting me play the single player without having to be logged in. I couldn't play the other because I couldn't connect to Battle.net (turns out, SC2 wouldn't let me connect as long as I had bittorrent turned on).
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2
August 31, 2010 1:02:12 AM

Quote:
The zealot build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Blizzard says this is because Zealot rushes are too powerful the window players have to scout for and fend off this rush is too small.


Okay, zealot rushes can be a problem, but they aren't the worst rushes. However, this will make it even more difficult for the protoss to fend off a 6 pool from zerg. Protoss were already really weak against 6 pools, now it will be impossible without cannons. This will also make PvP even more of a stalker spam fest.

Also, the siege tank nerf will go against the protoss too. Its really easy and effective to ambush a Terran ball and get their own siege tanks to soften it up for free. The zerg have the infestors to do the same very effectively. That is why I like the really powerful STs, it makes them a double edged sword.
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0
August 31, 2010 1:05:04 AM

These changes seem to be just there to help the noobs, while it will complicate competitive play.
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-1
August 31, 2010 2:13:13 AM

So now terran have what to defend against stalkers? Marines and banshees. I haven't seen a protoss player yet who makes a main army consisting of less than 75% stalkers. Oh boy! Sure, BC's were powerful, but decreasing their attack by 20% is bull. No one used them in 1v1 anyway.(and won)(ok maybe I did once or twice)
The problem is zerg. I could reaper rush their base, losing them equivalent of 500 minerals within 10 minutes, yet they'll have enough to continuously pump our lings, and eventually enough roaches to kill my army regardless of what I make, or how fast. Don't get on my about strategy unless you're a diamond rank.
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-2
August 31, 2010 2:28:54 AM

LOL so thats why I liked Siege Tanks so much!
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0
August 31, 2010 2:41:14 AM

Glad I got the single player campaign out of the way when I did. I don't multiplay unless with family/friends. My reaction time is too slow for modern e-athletes.
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0
August 31, 2010 2:57:08 AM

[cue the ZvP 6-pool]
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0
August 31, 2010 3:24:59 AM

wow, this is called challenge.
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0
August 31, 2010 4:34:55 AM

plancheroStill waiting for them to get rid of the necessity for internet to play

you do NOT have to be connected to the internet to play, moron
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-8
August 31, 2010 6:59:30 AM

just to set things straight a small ds from the battlenet service when you play multi even local(ptp) will cause the "you were dropped" message and you get +1 defeat. So be polite james_lankford
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1
August 31, 2010 7:00:47 AM

pollomwe want, Multilingual pack for Latin america version!


Yeh! I bought the game here in Brazil thinking the Manuals would be in Portuguese. Everything is in Portuguese, and the voice acting suck, the expressions are all weird, everything is weird! I don't know who they hired to translate for them, but they got seriously ripped off! Its so bad that I actually uninstalled the game. I played it for 2 days and dropped it. Blizzard needs to make so that if we want, we can just switch to the original voice acting in English.
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2
Anonymous
August 31, 2010 7:53:30 AM

the reaper change is really needed. those things could own a zerg player in the first 15 minutes of a game. and for everyone saying you can't play SC2 offline. if it detects you have no connection then it will ask if you want to play offline
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2
August 31, 2010 9:14:32 AM

Terran will still be very powerful and Zerg will still be too weak.
Terran rocks on every single aspect:

i. All-around-units: Thors, BCs, marines. Kill both air and ground. Only race with t1 both air/ground ability.
2. Biggest range: Siege tanks and Vikings have the biggest range on the game.
3. Best a/a building on the game.
4. Best scouting with satellite scan which is way to OP, canceling burrowed roaches, or DT harassment. Also they can have early warning with the 2nd type o tower.
5. Best resource gathering with MULES.
6. Best spell-casters with Ghost's devastating EMP vs Toss, and Raven's arsenal vs everything. Who else has a spell-caster who cancels the other spell-casters?
7. Best t1 - t1.5 combo (MM, MMM combinations)
8. Best and more harassment units than anyone: Banshees, Helion, Reaper
9. Strongest t3 units: BCs beat just everything from Carriers and Voids to Hydras and Stalkers (hope the patch will fix this though).
10. Mobility: You build your Command Center in the safety of your base, then move it everywhere.
11. Safety: The only race that has "door" for its base.

I feel pity for the poor Zerg. At t3 they have NOTHING versus heavy units. Ultralisks sucked anyway, and Corruptors/Guardians are ground or air only. The only patch that could make any sense, is the one that will give ultralisks the ability to fly.. :D  :D  :D 
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2
August 31, 2010 10:07:28 AM

This game is racist on so many levels...
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-11
August 31, 2010 10:08:32 AM

This game is racist on so many levels...
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-12
August 31, 2010 11:38:41 AM

void rays have hardly any health and cost quite a lot. HIt them with some decent anti-air and it's over.

A Void ray costs as much as 2 banchees and will get eaten up by them.
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-4
August 31, 2010 12:34:43 PM

hillarymakesmecryvoid rays have hardly any health and cost quite a lot. HIt them with some decent anti-air and it's over.A Void ray costs as much as 2 banchees and will get eaten up by them.


Banshees can't attack air units. . .
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6
August 31, 2010 12:35:43 PM

Good lord. Nerfing the tanks and battle cruisers before touching the void rays? I agree with the toss changes the reaper build time change. But to leave Rays out of the picture is ridiculous. And who uses battle cruisers anyways? A handful of marines absolutely demolishes them. Especially if you throw in some meds..
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0
August 31, 2010 1:01:21 PM

GodfailNecessity is only to activate, just like most Microsoft products (unless you phone them in). As far as custom games go, they are played Peer to Peer, so if you understand basic routing and port forwarding, the furthest you are from another player is two hops on a LAN.


Godfail, you misunderstood his post. What he really meant to say is I will not pirate this game until they make it where I can play on LAN without authenticating to Bnet. The only people this is hindering is the people to cheap to pay money for a game they will dump hundreds of hours into.
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-2
August 31, 2010 1:32:21 PM

"The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead." - Why not just remove the specific activated ability and keep the animation against buildings? seems like a way to both cover your mistake and keep the flavor of the unit...
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0
August 31, 2010 1:55:06 PM

jkflipflop98Banshees can't attack air units. . .


I was talking about the banchee not the banshee. : o P

Whatever the terran air unit that can transform is, I Forgot the name.
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-1
August 31, 2010 1:56:21 PM

All that BETA testing.
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0
August 31, 2010 2:04:25 PM

hydras h=need to be stronger for zerg. in SC1 mass hydras own everything.
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-2
August 31, 2010 2:48:02 PM

I agree with the previous poster.. hydras are underpowered or maybe hellions are overpowered, or maybe I just suck at SCII.
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2
August 31, 2010 3:15:56 PM

oh no, thats gonna nerf my zealot rush :-(
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-1
August 31, 2010 3:33:03 PM

IMO the biggest fail here is that in an attempt to stop proxy rushing, they are making the real game worse - zealot rushes are hard to counter as zerg, but it can be done if you're good. Meanwhile, a 6 pool is going to be impossible to counter unless you balls out rush yourself, in which case you're screwed if they don't rush.
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1
August 31, 2010 3:56:26 PM

I don't use BCs that much unless my opponent hasn't been attacking that much especially in late 3v3 games. Not sure how much will affect my tactics if they decrease the attack damage of BCs

I'm a Protoss user but Void Rays should really be nerfed, I mean VR rush to my workers on 1v1 totally decimates me heck I even used it against my opponents sometimes and I won most of the time without breaking a sweat. VRs are even deadlier in numbers

Zealot proxy rush? I wonder about Proxy barracks, I even experienced my opponent building up three barracks nearby me and all of his reapers/mass marauders murdering my workers and base

One thing they should really change about the Protoss is, Cannon Rush, its simply hard to stop especially when your opponent lays down 3 of it nearby your base

Increasing the build time of reapers seems will not affect my tactics that much for mid games to late games but I'm sure gonna miss getting decimated by Reaper rushes

Can't say a thing about the Zerg, I suck at using them >.>
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1
August 31, 2010 4:01:27 PM

hillarymakesmecry said:
I was talking about the banchee not the banshee. : o P

Whatever the terran air unit that can transform is, I Forgot the name.

Terran Viking
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0
August 31, 2010 4:10:59 PM

Well seems to me most people don't like the changes. I agree.

Also,
Quote:
A Void ray costs as much as 2 banchees and will get eaten up by them.


Good luck hitting those voids with banshees.
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1
August 31, 2010 4:28:07 PM

dont forget about all the other "features" i am sure they'll add without telling
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0
August 31, 2010 5:03:18 PM

I'm also surprised by the Ultralisk nerf, but its minor and if it was all Terran/'toss nerfing people would complain it was unfair.
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0
August 31, 2010 5:25:36 PM

Wow!
Great so now that they up't the time to build zeblots im going to get zerg rushed alot more or i culd build cannons and waste a bunch of money... thx blizzard

I think...
1.Void Rays need alonger charge time and a faster charge drop
2.Reapers should should also take 50 more gas
3.Zerglings should take a maybe 5-10sec more to make or slow em down
4.Give protoss the ability to make an uncloacked Observer(thay DOESNT detect cloacked units) from the Nexus for 100m

There is a few more I cant think of right now but I think this would atleast slow down rushes...
Tho some kinda system to help prevent unit spam... Maybe after you build X number they drop a few points and after X number they drop a few more points, Help cut down on spamming and make armys more veritile...
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1
August 31, 2010 5:45:56 PM

Again with the nerfing. Now I need to relearn how to play SC2, great.
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1
August 31, 2010 7:19:50 PM

rmse17LoL. They say tanks are doing too well.. but in SC tank siege damage is 70. And it works just fine. Blizz... round robin nerfing is not a solution to game balance. Ever notice how 90% of balance changes in all patches (beta and now) are nerfs? They nerf a unit, then they have to nerf another, cause it became too powerful following the original nerf, etc, etc. *sigh* at least there is still SC1 to come back to


If you noticed though, in SC1, Siege tanks did reduced damage to small and medium units. They would do half of there full damage to small units and about 3/4 the damage to medium size units. Half of 75 is roughly 37.5 damage. At the current moment in SC2, they are during FULL damage to those same small units. That is how siege tanks were balanced in SC1, and that is how they are trying to get it to in SC2.
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1
!