Beta Patch 13!

Discussion in 'StarCraft II Beta' started by MeisterX, May 20, 2010.

Beta Patch 13!

Discussion in 'StarCraft II Beta' started by MeisterX, May 20, 2010.

  1. Aurora

    Aurora The Defiant

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    I play a lot of Protoss, and didn't even really like using the Rays, so it's fine with me. ^^

    One thing though: why are the Toss getting nerfs, and the other races new abilities and sick buffs?
    As if Stim Pack wasn't way to easy to get in the first place. :/
     
  2. EonMaster

    EonMaster Eeveelution Master

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    Hydra was moved back because in SC1 it was practically the only zerg unit used outside of the initial lings and a few mutas. And since Blizzard wants all units to be useful, they don't want people to be spamming just hydras and no other units. This is also why the roach has received nerfs, because people would go all roach and not tech to other units.

    Compared to that, not many people mass just stalkers or marines, even though the stalker seems more effective for its unit cost than the hydra, and marines are the second cheapest unit in the game(only losing to the lings).
     
  3. Prodigal

    Prodigal New Member

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    I'm thinking frenzied Corrupters casting Corrupt might be OP against other air units. Just a hunch really...
     
  4. MPower

    MPower New Member

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    Does anyone know when this patch will come into play?
    cant wait for some 4v4 =]
     
  5. Aurora

    Aurora The Defiant

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    In the next beta phase. It'll stop in a while, be out for a couple weeks, then when it's back up they activate 4v4.
    At least that's what I understand from all of this. :/
     
  6. EonMaster

    EonMaster Eeveelution Master

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    Ima try 3v3 and 4v4 to see if my comp can even handle that amount of information. I get enough lag from 2v2, wonder how a 4v4 would handle -.-
     
  7. Prodigal

    Prodigal New Member

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    It's not DLing yet but they have have made tons of extra changes, performance enhancements, a new Diamond league which is higher than Platinum, 3v3s and 4v4s. WOW!
     
  8. Higgs Boson

    Higgs Boson New Member

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    Am I the only one who thinks that Frenzy is a complete warcraft cop out that doesn't beling here?
     
  9. Logos

    Logos New Member

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    First time poster so be easy.
    I like the ter boast too many times marines get left behind in end games, maybe this will help.
    The void nerfs are getting pretty annoying. I understand how noob mass rays are and i have lost many a games to them but most the time these loses are the result of bad scouting.
    As I always play toss I have found that I have been forced to use rays only in opening, then ether over mass them to counter the cheaper and faster air units of zerg and ter, or completely abandon them.
    As annoying as rays are they are only good if you do not have anti air to intercept them before they reach your base and reach level two ray by locking on a building.
    Simple experiment,
    TER-play ter v toss use the exact same amount of resources to build rays vs. marines. You will see the marines are out faster and will crush the rays as they have so little health the rays can never reach lev 2. Even with the very time consuming task of upgrading the rays you need to be much better at micro to beat them.
    ZERG- Hydros or muties are MUCH cheaper and faster to build and crush rays if they intercept. Again play a custom when the exact same resources are spent on ether one of these units and intercept the voids...they will get crushed.
    I'm done with voids, phoenix and immortals fill the gap but it does get annoying how many times they nerf a unit that is only good should you let it lumber into the middle of your base.
     
  10. neko.punk

    neko.punk New Member

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    Idk about this Contamination ability from the Overseer...
    I can just picture a mass of them in the early game constantly using it on your Barracks, and Gateway. I just have a real bad feeling about the ability.
    Anyone else get the chills thinking about it?
     
  11. tskarz

    tskarz New Member

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    I agree that voids didnt need to be nerfed, but you obviously dont play zerg much if you think hydras/mutas is a valid counter. Void rays will show up sooo much earlier that queens/spore crawlers are the only real options.

    Overall this patch didnt accomplish anything. Terrans got a buff that seemed to come out of nowhere. I know toss and zerg players didn't feel like terran infantry needed the help, but do any terran players actually feel that they needed this for balancing purposes?

    As for the zerg "buffs", that frenzy spell sounds very lame and the ultra still doesn't look like a good unit choice for reasons that people already mentioned.

    I think the most important issue (because this is a game!) is that the zerg are flat out boring to play. If they want us to use other units, do something to make them valid choices. Give us some fun spells that make sense.

    Meanwhile Toss get nerfed into the ground every patch.

    Keep it up Blizzard, soon we can have super-awesome TvTvTvT matches! (puke)
     
    Last edited: May 21, 2010
  12. Prodigal

    Prodigal New Member

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    LOL at Turrets out ranging Void Rays. This is really fair for TvP. Rolls eyes.
     
  13. EonMaster

    EonMaster Eeveelution Master

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    Sounds fair, turret would be useless if it gets outranged by every AtG protoss air unit. Besides, turrets aren't massed often anyway since they are 100 min, compared to the viking's 150min 75 gas; so this gives more reason to get a few.
     
  14. asdf

    asdf New Member

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    yeah, this is only a slight nerf to the void ray, makes it slightly easier to counter without really taking away its main strengths.

    marine boost was needed. it seems like marines just get abandoned mid-game all too often. a few marines early game, marauders mid-game, and maybe some marines lategame but only because you have tons of leftover minerals. making their upgrades cheaper helps keep them useful mid-game.

    i seriously don't understand why the nerfed the ultra, though. it wasn't being used enough as it is, and its main strength was the huge splash and damage it did to small units- cutting through the first line of zealots and M&M's so the zerg army could swarm through to take out the stalkers, seige tanks, etc. now... it's weaker, so it has less of a chance to reach the back lines where the armored units usually sit (seige tanks, immortals, etc.)

    wtf.

    frenzy... sounds like a single-use to be cast on ultralisks. maybe dark templars if you have a protoss ally, but i can't see any other reason to cast a spell to boost a single unit. sounds pretty useless. maybe a brood lord, but a lot of the damage they deal comes from the broodlings, not their main attack.

    overseer is a proper caster now, yay.
     
  15. Prodigal

    Prodigal New Member

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    It's a huge nerf, it now can't start firing slightly before any ground units start shooting it. It is also outranged by photon cannons.
     
  16. Bthammer45

    Bthammer45 New Member

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    I have a proposition.

    give them like 400 health and take away there armored type and combine the speed and armor upgrade

    or

    Get rid of the hive.

    Make the ultra den require infestor pit and it morphs from roach den.

    ultras morph from roaches and cost 200/150 to morph.

    obviously you would have to balance broods and the other tech accordingly
     
  17. asdf

    asdf New Member

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    but the problem is it was never meant to be a standalone seige unit. it shouldn't outrange cannons... that's what the carrier and colossus are for. it's still just as good at what it was meant to do, taking out massive units and buildings. a group of powered-up void rays will still fry turrets and cannons almost instantly.
     
  18. Muncie16

    Muncie16 New Member

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    i dont care to much for the patching of the units because i still feel its unbalanced but im looking forward to 3v3 and 4v4 and the UMS games ! :) turret defence here i come. or DOTA
     
  19. Prodigal

    Prodigal New Member

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    Seven Range is not a siege unit! Now all ground to air attacks counter it. This would be ok if they increased the rate at which it gets to level 2. I don't see this happening. This is a very powerful nerf, not to mention hydras with Infestors: frenzy and neural parasite is armaggedon against pretty much all protoss air. Frenzy will give a 0/0 hydra a level 3 upgrade level attack damage. This will be insane. At least they have a little more punch against MMM.

    I'm thinking that frenzy will turn into abuse in 2v2, 3v3 or 4v4. Imagine an army of frenzy/stimmed marauders with medis? Or how about in a 3v3 speed lots, with frenzy and medi's healing them? OP....
     
  20. Ragels

    Ragels New Member

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    Not liking the Ultra change.

    They essentially made it less of a tank, and less of a mass T1 unit. I suppose I will see what's up when I get a chance to play, but for now I can say that this is just a weird change.

    Fury seems very situational, as you need a lot of for it to make a difference, and that money could just be spent on more units, which would deal more damage, and not get focus fired.

    I like Contaminate, as I usually keep a Overseer near the enemy base to drop Changlings, I may as well shut something down while I am in there.

    I never liked Infested Terrans, they just don't do enough damage and are too easily kited. I am pretty indifferent towards that.