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PostPosted: Fri Aug 27, 2010 1:37 pm 
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Nerfs are a coming!

http://us.battle.net/sc2/en/blog/692221

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Situation Report: Patch 1.1 and Beyond
by Blizzard Entertainment
// Aug 27, 2010 5:00:00 PM UTC

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!


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PostPosted: Fri Aug 27, 2010 2:32 pm 
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Anybody know if there are any decent custom campaigns yet?

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PostPosted: Fri Aug 27, 2010 5:46 pm 
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I stop a Protoss players all in Cannon sneak attack/rush thing and yet I'm the fag at the end of the game. LOL I love it!


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PostPosted: Fri Aug 27, 2010 8:50 pm 
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Those are some pretty good balance changes there. Though, 5 second build time increase to reapers doesn't really seem like it's going to do much. But I **** love the siege tank changes. That will be huge for zerg.

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PostPosted: Fri Aug 27, 2010 10:12 pm 
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Khross wrote:
Diamondeye wrote:
How is it you're only in bronze on practice? Did you throw the games just to get in a lower league?
Well, I use that account to try different things which may or may not win. Even if I can outplay pretty much everyone in Bronze, a new or different or experimental build order can be problematic. There's also the fact that there are ton of 6 Rax or 6 Pool or 6 Forge All In Players in Bronze who make games slow, low scoring, and generally just obnoxious.


I've noticed that. Some players at that level build incredible numbers of production facilities. I've seen 12 (count em 12) stargates in one base I wiped out. It was no wonder he had no units; he built nothing but stargates.

By the way, does anyone else have missing wins from their record? Sometimes it counts the match as "in progress" when the victory screen comes up and it seems to take a long time for your record to updte with the win; in fact I'm quite sure I'm missing one 3v3 win completely. Losses sometimes delay but none of them seem tot ake too long.

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PostPosted: Sat Aug 28, 2010 12:46 am 
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That (what I presume is the) last mission is kicking my ***.

Spoiler:
Queen of Blades comes in and f'in one-shots everything, meanwhile you got those GD Nydus worms cranking out zerglings like Octomom.


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PostPosted: Sat Aug 28, 2010 12:53 am 
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Try taking out the ground forces instead. Unless you picked Planetary Fortress instead of perdition turrets. This is the only level in the entire game where Planetary Fortress is good. Just wall off your base with the planetary fortresses(clearly, build the CCs first and fly them over before converting to PF) and stick a couple of tanks behind them. As for the nydus worms, just build a group of banshees and have them go and take them out.

But I did find dealing with the air threat a lot easier than having to deal with the nydus worms because of how powerful Vikings are in air mode.

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PostPosted: Sat Aug 28, 2010 4:34 pm 
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I didn't have too much trouble with the nydus worms.
Spoiler:
I had the bunker research upgrade where they've got topmounted turrets. I bunkered up the 2 ground access points to the base with 4 or 5 bunkers (since the best shot at choke points leaves you with 2 or 3 directions of exposure) and sieged 3 or 4 tanks in the middle there, too. I kept most of my ground forces mobile, but could have easily thrown marauders into the bunkers, as well, I suppose.

Since you don't have to worry about mutalisks or brood lords, crank out banshees and battlecruisers (and cloak or focus the hydras early), tanks, and marauders with either medivacs or medics. I also perched my psi disruptors to overlook the approaches to my bunkered/sieged points, too. Between them and the tanks pounding away, you do a lot of damage, and only really need to call in your air support or mobile ground to make sure the waves with ultralisks don't take out your defenses and let the horde of zerglings, roaches, and hydralisks surge through.

You'll lose some bunkers and tanks, but that's okay; keep cranking out more, and use your ground forces to cover an advance position so your SCV's can rebuild unhindered. Don't be shy about taking the SCV's off the line to repair/rebuild.

When Queenie comes, I just brought air against her. She can do some spell crap to screw with a unit at a time that way, and can attack them, but she can't pull her area effect thing that she rapes ground forces with. Focus enough mobile firepower on her, and you'll take her out before she trashes all your defenses.

Watch for the heaviest swarms, use the artifact when you see them coming; usually when there's 5 or 6 nydus worms that just popped at the same time. Otherwise, I sent banshees after the nydus worms as they pop. Cloak protects them from hydralisks, so you can just skip the swarms they're spewing out and let them crash against your siege barrages, go straight for the worms themselves to shut down the flow before it becomes overwhelming; the banshee's speed means you can get to them quick.

I sprinkled some bunkers throughout my base area, to slow down waves that might take out my choke point defenses. I also essentially walled off the artifact with bunkers, which saved me at the end when the final push full of ultralisks and Kerrigan came through and broke my southern barrier. The wall of bunkers and unsieged tanks supporting the artifact held them off long enough for the artifact to finish charging, though.

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PostPosted: Sat Aug 28, 2010 5:01 pm 
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I did something similar to what Kaffis did

Spoiler:
I had the bunker turret and perdition turret upgrades and I had bunkers and marauders behind marines and firebats, with Goliaths and Tanks behind them and a couple Thors at each entrance as a backstop. I kept Battlecruisers above the center area with the relic so they could take potshots. Behind the lines I had a large force of Banshees which I used as a firefighting force to take out Nydus worms and QoB.

I saved my relic releases for when things got rough, and then called down mercenaries to beef up any areas that were weak in a hurry.


If I play through again though, I'll take out the worms and see how things go differently.

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PostPosted: Sat Aug 28, 2010 5:07 pm 
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Uinan wrote:
I stop a Protoss players all in Cannon sneak attack/rush thing and yet I'm the fag at the end of the game. LOL I love it!


I **** hate it when people do the cannon sneak attack/building rush thing, Protoss or Terran (I ran into one Terran that did this and mysteriously seemed to have unlimited minerals). Not because they're hard to beat but because I end up teamed with them and when their rush fails they wuss out of the game and leave me hanging. I swear a third of my 3v3 losses are because of this bullshit.

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PostPosted: Sat Aug 28, 2010 9:43 pm 
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Diamondeye wrote:
Uinan wrote:
I stop a Protoss players all in Cannon sneak attack/rush thing and yet I'm the fag at the end of the game. LOL I love it!


I **** hate it when people do the cannon sneak attack/building rush thing, Protoss or Terran (I ran into one Terran that did this and mysteriously seemed to have unlimited minerals). Not because they're hard to beat but because I end up teamed with them and when their rush fails they wuss out of the game and leave me hanging. I swear a third of my 3v3 losses are because of this bullshit.


You're a braver man than I am. I don't have enough faith in the average gamer to try & team up with 2 or 3 random people in a game like SC2. If I'm going to get crushed I'd like to do it on my own merits or with friends I know. LOL


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PostPosted: Sun Aug 29, 2010 4:06 pm 
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I really don't like 1v1 that much. It focuses too much on the merits of one race against another.

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PostPosted: Sun Aug 29, 2010 9:34 pm 
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I've been trying some 2v2, so far they are all basically 1v1 for me. Hmm i cant upload replays on here, bummer.

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PostPosted: Sun Aug 29, 2010 9:43 pm 
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http://www.sc2replayed.com/

That seems to be a very popular site for uploading replay's.


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PostPosted: Sun Aug 29, 2010 10:30 pm 
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Cool thanks! here it is: http://www.sc2replayed.com/replays/6760 ... rid-wastes

If anyone downloads it lemme know if it worked.

It was Protoss Terran vrs Protoss Terran. Protoss did all the fun stuff =p

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PostPosted: Tue Aug 31, 2010 11:55 am 
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I had some idiot last night in 3v3 screaming for help because he built another command center right off the bat before a supply depot, barracks or anything. Then the zerglings showed up.

Another one spread creep all over the place and **** all 3 bases up. No forces to speak of, just creep tumors everywhere.

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PostPosted: Tue Aug 31, 2010 12:19 pm 
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Hehe. Part of me thinks it would be fun to do aggressive creep containment as zerg.

No expanding for you! In fact, stay on your little corner of your base!

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PostPosted: Tue Aug 31, 2010 1:36 pm 
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I seem to be winning most of my 'normal' matches as of late, but losing to cheesy stuff.

On a plus side, a Terran tried to rush 2 reapers to my base with an SCV. My Marauder killed all 3 and he left instantly.


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PostPosted: Tue Aug 31, 2010 8:51 pm 
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I just got not one, but three people to wuss out of a 3v3 just by stopping a cannon rush. I must be getting better with my build order, I got the zealot push achievement. I sent seven out and caught one guy's probe setting up cannons and pylons at an intersection and punched the pylons out before everything came online. Soon as I did that his 2 teammates quit. Then I got in his base, hit his nexus and he quits.

Some of these people must really be one-trick ponies. I wouldn't have been very surprised if the guy I hit dropped but his 2 teammates did before he did, and no one had even attacked them yet!

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PostPosted: Tue Aug 31, 2010 10:33 pm 
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I am so bad at this game hah! Buddy of mine won't play with me now =\

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PostPosted: Tue Aug 31, 2010 10:52 pm 
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I'll play with you, Hokanu. Just, uh, not 'till next week!

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PostPosted: Tue Aug 31, 2010 10:55 pm 
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Hokanu wrote:
I am so bad at this game hah! Buddy of mine won't play with me now =\


I've found matches with friends against the AI to be awesome ways to help some one learn build orders & basic unit uses even if it doesn't really prepare you for a real ranked match.


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PostPosted: Wed Sep 01, 2010 8:39 am 
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I'm having a lot of fun trying different tactics although I lose a lot to cheese rushes when I first practice them. Gotta work on the scouting more.

I have a nice opener for terrans who wall in though, and a solid PvP and PvZ fast expand which is great. Still need to practice but it's fun.

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PostPosted: Wed Sep 01, 2010 8:54 am 
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Against Zerg and Protoss I scout with one of my initial gatherers for 6 pool or 6 gate, because they dramatically change what I'm going to do. Terran is generally slower. The big problem in ZvZ for 6 pool though is that I'll have an expansion, Speedlings, and 2 Queens before they have minerals for an all in push.

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PostPosted: Wed Sep 01, 2010 9:20 am 
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Fought a turtling Terran today. To his credit he secured an island expansion that I missed. However he lined it with bunkers & turrets. I'm not talking one here, one there, I'm talking turret, bunker turret, touching one another.

So I went around setting up command centers on about 3 or 4 more expansions on top of my normal 2. Then just waited on the other side with a massive army until he ran out of minerals on his little island. LOL


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