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First StarCraft 2 Patch Detailed, Hitting September

by - source: Tom's Hardware US

Blizzard has announced that the first update for StarCraft II will be hitting in a few weeks and detailed just what we can expect when the patch rolls out in September.

StarCraft II publisher Blizzard has released details of what fans can expect from Patch 1.1 when it hits in the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, and support for Nvidia's 3D Vision, along with some tweaks to gameplay that were outlined as follows:

  • Friendly units will no longer provide vision after they're killed. That's right, post-Patch 1.1 we won't have the benefit of those few seconds of field vision that allowed us to jump to the attack location to try and get things under control.
  • The addition of destructible rocks to the Desert Oasis map to make natural expansions easier to protect. The center map watchtower area is being narrowed, too.
  • 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.
  • On the Terran side of things, Blizzard is going to increase the build time of reapers as well from 40 to 45 seconds. They'll also be increasing the bunker build time from 30 to 35 seconds. Blizzard also says siege tanks are performing too well in all matchups. To combat this problem, Siege Mode damage of the siege tank is going from 50 to 35, +15 vs. armoured. To correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armoured. The posting goes on to say that overall, they feel that battlecruisers are too strong for their cost, and so they're lowering their damage against ground units from 10 to 8.
  • Also deemed too powerful for the cost are ultralisks. As such, ultralisk damage is seeing a reduction comparable to the changes being made to siege tanks and battlecruisers. Ultralisk damage will be decreased from 15, +25 vs. armored to 15, +20 vs. armored. 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.

Read more about Patch 1.1 on the StarCraft II Blog.

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tektek2000 08/31/2010 12:10 PM
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-11+

I hope lurkers will find there way back.... missed those cute agro moles!

TheDuke 08/31/2010 12:32 PM
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miss those lurkers too
they're in the map editor but i don't see them making a return until maybe the expansions

ChromeTusk 08/31/2010 12:36 PM
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I wonder how the changes will affect the single player story mode.

vbdotnetrulz 08/31/2010 12:38 PM
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-7+

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.

pollom 08/31/2010 1:01 AM
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planchero 08/31/2010 1:21 AM
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-10+

Still waiting for them to get rid of the necessity for internet to play :(

rmse17 08/31/2010 1:36 AM
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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

Anonymous 08/31/2010 1:43 AM
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-14+

> 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.

Godfail 08/31/2010 1:46 AM
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planchero :
Still 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.

Godfail 08/31/2010 1:47 AM
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rmse17 :
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



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.

zaam 08/31/2010 1:48 AM
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Darn... there goes my tank strategy.

alextheblue 08/31/2010 1:57 AM
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rmse17 :
LoL. 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.

Ch33ky 08/31/2010 1:58 AM
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dameon51 08/31/2010 2:49 AM
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Here I thought void rays were the big issue.

hellswaters 08/31/2010 2:51 AM
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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.

segio526 08/31/2010 2:57 AM
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chrislisk :
If 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).

AMW1011 08/31/2010 3:02 AM
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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.

AMW1011 08/31/2010 3:05 AM
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These changes seem to be just there to help the noobs, while it will complicate competitive play.

stingstang 08/31/2010 4:13 AM
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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.

Azriel4444 08/31/2010 4:28 AM
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LOL so thats why I liked Siege Tanks so much!

tsnorquist 08/31/2010 4:41 AM
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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.

maunch372 08/31/2010 4:57 AM
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[cue the ZvP 6-pool]

dEAne 08/31/2010 5:24 AM
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wow, this is called challenge.

james_lankford 08/31/2010 6:34 AM
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spigias 08/31/2010 8:59 AM
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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

angelraiter 08/31/2010 9:00 AM
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pollom :
we 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.

Anonymous 08/31/2010 9:53 AM
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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

teodoreh 08/31/2010 11:14 AM
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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

sa1nt 08/31/2010 12:07 PM
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sa1nt 08/31/2010 12:08 PM
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hillarymakesmecry 08/31/2010 1:38 PM
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