I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
StarCraft II: Wings of Liberty - Patch 1.4.2 (PTR)
General- “Audio Fade” under Sound Options has been renamed to Game Volume During Alerts. Its tooltips have also been changed for clarification.
- The fade-in for game sound during alerts changed from .5 seconds to 2 seconds.
Bug Fixes- Fixed a truncation on specific resolution if the current and maximum supplies are 3 digits.
- Fixed an issue which prevented footprint from being edited in the Footprint Editor.
- Fixed an issue that caused the game to have missing icons and images on low end graphics cards.
Balance
PROTOSS
Forge- The cost of Upgrade Shields Level 1 has been decreased to 150/150, down from 200/200.
- The cost of Upgrade Shields Level 2 has been decreased to 225/225, down from 300/300.
- The cost of Upgrade Shields Level 3 has been decreased to 300/300, down from 400/400.
- The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175.
- The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250.
- The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175.
- The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250.
TERRAN
Ghost- EMP radius has been decreased from 2 to 1.5
Source
For motherfuckin' Auir.
It is a good day to die, Terran scumbags.
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Does EMP completely drain shields and energy, or does it just reduce shields by a fixed amount?
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Does EMP completely drain shields and energy, or does it just reduce shields by a fixed amount?
EMP Round (or EMP for short) is an offensive spell that is especially useful against Protoss. Within the targeted area, Protoss units lose up to 100 shields, spellcasters are drained of 100 energy, and cloaked units are revealed. Permanently cloaked units are revealed for 10 in-game seconds (or roughly 7 seconds when playing with Faster speed). Friendly fire is possible. Note that EMP does not reveal burrowed units.
Source
Does EMP completely drain shields and energy, or does it just reduce shields by a fixed amount?
Within the targeted area, Protoss units lose up to 100 shields, spellcasters are drained of 100 energy, and cloaked units are revealed.
SourceSo,
Probes, Zealots, Stalkers, Sentries, High Templar, Dark Templar, Immortals, Phoenix, Voidrays, Observers and Warp Prisms lose all their shields... (having 100 or less to start with)...
And,
Carriers and Collosi only have 50 shields remaining after
only one EMP. Archons only have shields so a handful of Ghosts unloading EMPs pretty much annihilate Archons entirely.
EMP is still over-powered in TvP. It should have its energy costs increased to 100 (from 75), and reduce shields slightly less. But I think these PTR changes reflect that and
faster more accessible upgrades for Protoss might counter-balance the issue.
Post has been edited 1 time(s), last time on Oct 27 2011, 12:07 pm by Cardinal.
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Well at least that wont be an issue in HotS.
Currently Working On: My Overwatch addiction.
Well at least that wont be an issue in HotS.
Optimus Firebat-Hellion will just mean no one makes Zealots any more. Seriously thinking of switching to Terran
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Immortals should have some special resistance vs EMP, with their hardened shields and all.
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Didn't EMP drain all shields and energy in BW? At least they nerfed it.
What about Hallucinations?
Remember that awesome map called Science Vessel Wars? ...
*sigh*... primitive, but good times.
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Quote from name:Dem0nS1ayer
Didn't EMP drain all shields and energy in BW? At least they nerfed it.
In BW it was fired from the Sci ves, had a long travel time, was easier to avoid, and was T3+.
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Yeah, the visible missile travel time is probably what makes EMP so cheap/overpowered in SC2 compared to SC1. Sure each individual EMP round isn't as powerful as the one in SC1, but all you need is more ghosts who are small and easy to manoeuvre and therefore not difficult to mass into 1 spot and just spam the EMP hotkey and click on the archons/high temps. The change in shield regen also means protoss units actually rely on their shields more as they will normally enter most battles with full shields, so if you can knock out all of their shields at the start of the battle it really weakens them a lot.
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emp never affected hallus. Might in sc2 though...
From
http://wiki.teamliquid.net/starcraft/EMP_Shockwave:"EMP will dispell Hallucinations."
Almost all spells in SC1 dispel hallucinations. Probably the only one that doesn't is medic Heal. Feedback can't be cast on hallucinations, spawn broodlings won't actually spawn broodlings and hallucination cast on another hallucination will just make more copies.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
This makes me sad. SEN wiki sux so much that we refer to external sites now...
I got them confused with broodlings
Yeah, the visible missile travel time is probably what makes EMP so cheap/overpowered in SC2 compared to SC1. Sure each individual EMP round isn't as powerful as the one in SC1, but all you need is more ghosts who are small and easy to manoeuvre and therefore not difficult to mass into 1 spot and just spam the EMP hotkey and click on the archons/high temps. The change in shield regen also means protoss units actually rely on their shields more as they will normally enter most battles with full shields, so if you can knock out all of their shields at the start of the battle it really weakens them a lot.
It has a travel time in SC2 as well, but the only units fast enough to dodge it from perfectly placed ones are charging Zealots, blinking Stalkers, and Speedlings on Creep.
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