Starcraft II

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  • games-area
    Administrator
    • Jul 2010
    • 605

    Starcraft II

    StarCraft II: Wings of Liberty - Patch 1.0.1

    Bug Fixes
    • Campaign saves have been optimized.
    • Fixed an issue with sound not playing on some 7.1 systems
    Echipa Games-Area
  • loop
    Junior Member
    • Aug 2010
    • 12

    #2
    Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by 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, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

    To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.



    Balance Changes

    We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.



    Maps

    We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

    Protoss

    We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

    Terran

    There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

    Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

    Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

    Zerg

    Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. 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. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.



    And Beyond...

    We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

    We'll see you online!

    Comment

    • toli
      Member
      • Sep 2010
      • 32

      #3
      unele schimbari ma lasa chiar masca... cum dracu sa ridici build time-ul la zealot si warpgate?
      La 6 pool esti pa...fara doar si poate... marfa!

      Eu ca terran salut schimbarile. Va zic si de ce:

      - TvT nu se va mai juca asa mult Siege tank/marine/viking. S-a dus siege tank push.
      - rezolva si rush-ul de Proxy-rax la tine in baza cu mass marine + bunker (alea 5 secunde se aduna pentru ca trebuie sa-mi faca vreo 3 bunkere).
      - TvZ - oricum nu foloseam reaperi.
      - TvP - sa traiasca! eram satul de proxy gate si 4-gate timing push cu mass tier 1 units in timp ce eu faceam mama microului ca sa rezist cu tech units - atat stiau toti protosii. E timpul sa intre templarii in joc.

      6-pool e ok in continuare, trebuie doar sa bagi boost pe primul zelot si sa ai un pic de micro. La nivele mai mici de skill ar putea fi o problema.

      Din tot ce au facut acolo, cea mai necesara era aia de siege tanks care are efecte atat in tvt cat si in tvz. Vor fi meciurile mai diversificate.

      Comment

      • RioDreams
        Junior Member
        • Oct 2010
        • 7

        #4
        Am jucat zerg cele 2 faze de beta , dar din nefericire nu am reusit sa am o strategie concreta , nu stiu daca e din cauza ca rasa in sine este una "de reactie" adica sa reactionezi in functie de ce face oponentul tau. Nu am reusit sa trec mai departe de liga de aur am stat cam top 10 in divizia mea in gold league am crescut odata , dar am fost demoted din cauza ca am pierdut prea mult.
        M-am tot uitat la replay-uri , dar nu am gasit nici o strategie ultra-op cum e mass voidray la protoss(am dat un exemplu , stiu ca e discutabila) . Ultimele zile din faza a 2a de beta mi-am schimbat strategia in tech-rush infestors ... mass infested terrans cu care am reusit sa mentin un win-streak de 3-4 wins:1 loss
        Nu stiu daca sa ma opresc la strategia asta (cel putin pana nerfeaza infestors) sau sa controlez jocul pana in late/mid-late si sa trec la brood lords/corrupters sau mass roach/hidra cu upgrades

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