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StarCraft II - Patch 1.1
Aug 27 2010, 5:45 pm
By: Vi3t-X
Pages: 1 2 3 >
 

Aug 27 2010, 5:45 pm Vi3t-X Post #1



From http://us.battle.net/sc2/en/blog/692221
Quote from Blizzard Entertainment
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!
tl;dr, chat channels, balance changes and improved support.

Post has been edited 2 time(s), last time on Aug 27 2010, 6:24 pm by DevliN. Reason: Fixing BBCode. Disregard this. :)



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Aug 27 2010, 6:33 pm BiOAtK Post #2



So happy about the terran nerfs. I think the toss nerfs might be a bit much against the xpool..



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Aug 27 2010, 6:34 pm payne Post #3

:payne:

WTFZWESOME :wtfawesome:

IT'S TIME FOR A MAP NIGHT! :awesome:


... Wait, I just read the whole thing instead of your tl;dr. This is planned for September 15th, that sucks. :(
Watch out, they say they'll improve Editor. Smells bugginess all around! Data Editor will be messed up again >:O



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Aug 27 2010, 6:56 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

3 weeks aren't that long :)

I wish they would have given us more information what they are planning with their "additional mod features, Editor improvements and bug fixes".
Maybe the localized editor window mess (stacked texts & buttons, wrong translations) will have come to an end...

I hope that they will give us a method to compile text triggers directly instead of only showing us the code...




Aug 27 2010, 7:09 pm UnholyUrine Post #5



I wish they'd make Queens better... Zerg is Underpowered early game still....
Glad they nerfed reapers n siege tanks.

Chat Channels = "Soon" and "in planning"

similarly, my chance of buying Sc2 is "Soon" and "in planning". :awesome:



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Aug 27 2010, 9:41 pm Alzarath Post #6

Praetor

I approve of the balance changes. I'd say not for the Zealots, but that'd be biased, and I haven't even played melee at all since I got the game on launch day... I wish I had a better internet...

But ya, maybe the Siege Tanks will no longer be my worst nightmare from SC1. And Reapers, well I just hated those. So I completely approve of these. Am also glad about the Ultralisk nerf, but again, biased.



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Aug 27 2010, 10:20 pm MasterJohnny Post #7



I disapprove of these changes. The reaper is only good at the beginning. Now it will be good for nothing.



I am a Mathematician

Aug 27 2010, 11:38 pm BiOAtK Post #8



Quote from MasterJohnny
I disapprove of these changes. The reaper is only good at the beginning. Now it will be good for nothing.
Late game harass is nothing?



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Aug 27 2010, 11:51 pm Vi3t-X Post #9



Expensive harass. :P



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Aug 28 2010, 12:17 am MasterJohnny Post #10



Quote from BiOAtK
Quote from MasterJohnny
I disapprove of these changes. The reaper is only good at the beginning. Now it will be good for nothing.
Late game harass is nothing?
You cannot really late game harass because by then they will have a powerful army or they would have placed bunker/cannon/spine crawler near their gatherers.



I am a Mathematician

Aug 28 2010, 12:35 am BiOAtK Post #11



So what if they have a powerful army? It's called pressure; keep them away.



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Aug 28 2010, 2:55 am BlueWolf Post #12



omfg chat channels, yes! It only benefits Blizzard to have chat channels. This way, people will stay social in game, and once they get bored of talking with friends, they will game again.



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Aug 28 2010, 3:05 am rayNimagi Post #13



Quote from MasterJohnny
Quote from BiOAtK
Quote from MasterJohnny
I disapprove of these changes. The reaper is only good at the beginning. Now it will be good for nothing.
Late game harass is nothing?
You cannot really late game harass because by then they will have a powerful army or they would have placed bunker/cannon/spine crawler near their gatherers.

Exactly. One spine crawler/photon cannon/marine-filled-bunker can take out the low-hp reapers that come to harass.

I'm also very unhappy about the siege tank nerf. TvT will never be the same. But what I'm more concerned about is that Terrans will have to build more marauders to counter roaches and stalkers instead of relying on siege tanks.

I'm in diamond league and I never see people proxy bunker. They really didn't need a lot of these changes...



Win by luck, lose by skill.

Aug 28 2010, 3:14 am JaBoK Post #14



Quote from rayNimagi
But what I'm more concerned about is that Terrans will have to build more marauders to counter roaches and stalkers instead of relying on siege tanks.
Yeah, that nerf from 50 damage vs armored to 50 damage vs armored is really gonna cut their effectiveness against armored units, isn't it? =P



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Aug 28 2010, 3:57 am payne Post #15

:payne:

They better fix that chat lag...

Anyone has this problem too? Most of the time, once I'm done writing something in the chat windows and I press Enter, it doesn't submit my last letter.



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Aug 28 2010, 4:39 am Centreri Post #16

Relatively ancient and inactive

Oh, hell yeah. It was the first thing I complained about when I got into the beta.

Anyway... I have no opinion on these changes. Nothing big. Seems pretty fair, though I'll miss early lots. And it really makes early lings even scarier.



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Aug 28 2010, 5:11 am Alzarath Post #17

Praetor

Quote from rayNimagi
Exactly. One spine crawler/photon cannon/marine-filled-bunker can take out the low-hp reapers that come to harass.

Really? Now, I'm definitely the last thing from a melee expert, but statistically, I'd think a D building would be one of the worst counters to them, as they do pretty nice damage vs buildings.



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Aug 28 2010, 5:56 am payne Post #18

:payne:

Quote from name:Artanis186
Quote from rayNimagi
Exactly. One spine crawler/photon cannon/marine-filled-bunker can take out the low-hp reapers that come to harass.

Really? Now, I'm definitely the last thing from a melee expert, but statistically, I'd think a D building would be one of the worst counters to them, as they do pretty nice damage vs buildings.
Early rush of Reapers is normally between 2 to 3, which lets you the time to build some canons/bunkers at your workers.
If the rush is of like 6-7, then, you should have a decent army by then and if you're not too noob, shoulda protected your workers already.



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Aug 28 2010, 3:29 pm Aristocrat Post #19



This is solid proof that Blizzard is catering to low-level play. Lulz.



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Aug 28 2010, 8:08 pm Centreri Post #20

Relatively ancient and inactive

No, it's solid proof that they're catering to high-level play.



None.

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