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l)ark_Yojimbo
28th August 2010, 02:35 PM
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" warpgates. 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!

http://sea.battle.net/sc2/en/blog/60130#blog

BeNZene
28th August 2010, 03:10 PM
That should help with the "Terran OP" thread.

EnjoyTheSauce
28th August 2010, 03:13 PM
Even as a T player I quite like the siege tank nerf.

hoodieblanket
28th August 2010, 03:18 PM
finally! can't wait to see the new strategies that comes out of terran now that their basic 'wall up and tech'. with siege being so heavily decreased, we can finally see some balancing done

lrdz
28th August 2010, 03:30 PM
Hell, its about time

;D

Tiwaking!
28th August 2010, 06:35 PM
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" warpgates. 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.
Dammit!

This was one of my classmates project management presentations: A gantt chart of Protoss strategies with Zealot Strike being the most powerful.

I'll have to get my matches in before the patch

Spacemonkey
28th August 2010, 06:51 PM
This was one of my classmates project management presentations: A gantt chart of Protoss strategies with Zealot Strike being the most powerful.


That was your classmates project management presentation? A gantt chart of Protoss strategies with Zealot Strike being the most powerful?

Tiwaking!
28th August 2010, 07:44 PM
That was your classmates project management presentation? A gantt chart of Protoss strategies with Zealot Strike being the most powerful?
Yes.

Turns out the Zealot Strike churns out Zealots faster than other armies can produce units. This is using a Gantt chart to calculate timings given different maps and different races.

I cant really give out any more information than that. He took replays of online games and used them as demonstrations of how the different tactics work, how to transition into various builds and contingency plans.

It was the most interesting use of Microsoft Project I have ever seen!


In other news: I just finished all five placement matches using nothing but zealot strike to win. I had to forfeit two of them as they were on four player maps and I got unlucky with scouting (two empty locations).

The zealot strike works better than the gantt chart says it would. Even if you miss the first scout location (in a four player map), you still have more than enough time to scout a second base location. No race has time to wall off their ramp.

The best a guy did was to launch their HQ and go to a hidden location, but he was forced to GG after the void rays hit him.


Have replays and shall be reviewing them in future.


Adieu to the Zealot Strike. May everyone remember these sad times :p

Bell
28th August 2010, 08:58 PM
it's called a 2 gate :p
A more effective version in a 2 player map is the proxy 2 gate where you build the gateways right outside their base so they distance to target is much less.

I'm not sure the idea that noone has time to wall off is correct, it doesn't take much.
eg.
Terran has to build 1 supply depot a barracks and start building an addon, or build 1 supply depot then a barracks, then start another depot
You have to build 1 pylon and a gateway, finish building a unit and walk to their base.

The reason why zealots have been patched has nothing to do with walling off, its all to do with zerg.
A zerg player should really be expanding vs protoss early so they have another hatchery to build from and to start getting a economic advantage.
But the timing of the 2 gate is such that the 4-5 zealots arrive commonly at zerg natural expansion soon after the zerg player puts it down, and before of this there is no crawler support and since zerglings get smashed by zealots the zerg has to pull back.
The solution for this is for the zerg to go for early roaches when they scout a 2 gate because 4 roaches will easily beat 4-5 zealots.
I guess blizzard feel that the average zerg player has to be alot more skillful than their 2 gating opponent so in most of the leagues protoss win.

Zealot rushes are currently too powerful at various skill levels
notice they didn't say all

In the higher leagues plat/diamond the zerg players are generally good enough to scout and deal with a 2 gate and get their expansion down.
So i'm really not sure if it was needed.
I just hope it doesn't screw up protoss in higher leagues, I hadn't heard too much suggestion that protoss were overpowered since beta, this might make terran even more powerful vs protoss.

Tiwaking!
28th August 2010, 10:43 PM
it's called a 2 gate :p
Not if you put them in their base. Then its called 'being a bastard' :p.

And YES I got SCV rushed and YES the killed a pylon. What do you do? Build another two pylons. If they go after the probe a little micro keeps it safe and sound.

However I was only doing this to hurry through the practice matches.


But yes, you are right. Even without the early proxy gateway silliness, two gate is a good tactic vs zerg and, after watching alot of replays and youtube videos, I have great respect for zerg. They've not been given enough love in SC2.

hoodieblanket
29th August 2010, 01:56 AM
2 - gate is the norm in higher leagues just cause it gets you enough troops to defend your base/natural but lets you tech up much faster to immortal/collosus or even dip into some phoenix harass. Going 2-gate to quick immortals or other tech is much better.

Noob1ett
29th August 2010, 02:52 PM
as Zerg, I find it quite easy to counter the proxy 2 gate. its annoying at most, and the player never backs his infrastructure with anything to make up what he looses in my base/outside my base. Could be the league i'm in (fighting high lvl golds and low lvl platniums).

hoodieblanket
29th August 2010, 06:57 PM
i dont think 2 -gate is intended for a pushing/finishing tactic. Its more for defensive purposes till you quickly tech up and perhaps have a natural expansion. Then get more gates are you start massing units. Might be wrong but i haven't seen anyone try to proxy 2 gate me.

Tiwaking!
29th August 2010, 07:55 PM
i haven't seen anyone try to proxy 2 gate me.
With the patch you'll probably not see it happen.

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 secondsThis actually makes the two gate rush more risky than a cannon rush or cannon contain.

I, for one, applaud and welcome these changes to this great sequel!

hoodieblanket
29th August 2010, 08:09 PM
I like the new changes except the warpgate increase and the battlecruiser nerf. Just don't think they are correctly justified.

Who_ate_my_rice
29th August 2010, 09:41 PM
pHG40AdYfJ0

Noob1ett
29th August 2010, 10:54 PM
ah hahahahahahaha. That is epic.

TL thread was ripping lack of Zerg scouting, have to agree.