In the first released patch since the launch of StarCraft 2 Beta, Blizzard has made quite a few small tweaks. It looks like the Gateway now takes significantly longer to build (which is a necessary change IMO, zealots were getting out a lot earlier than Zerglings) and Chrono Boost can't target allies anymore (extremely powerful when used on a Zerg ally's Hatchery to produce the Queen 50% faster). Another notable change is a drop in the Reaper's damage but a significant increase in its attack speed. This should be more devastating against smaller buildings but should dampen its impact against main structures like the Nexus. Here are the full release notes: StarCraft II Beta - Patch 1 (version 0.3.0.14093) BALANCE CHANGES TERRAN Viking The armor value for this unit in Fighter Mode has decreased from 1 to 0. The damage done by this unit in Fighter Mode has changed from 6 (+8 armored) to 10 (+4 armored). Reaper The damage done from D-8 Charges has decreased from 40 to 30. The delay between attacks for D-8 Charges has decreased from 2.5 to 1.8. Orbital Command The build time for this upgrade has decreased from 50 to 35. PROTOSS Observer Gravitic Boosters: The cost of this research has decreased from 150 minerals and 150 vespene gas to 100 minerals and 100 vespene gas. High Templar Phase Shift: This ability has been removed from the game. New ability: Feedback - Drains all energy from the target unit and causes damage equal to the amount of energy drained. Colossus The building pathing radius for this unit has decreased from .75 to .5625. Mothership Vortex: The energy cost of this ability has increased from 75 to 100. Vortex: The target radius of this ability has decreased from 3.0 to 2.5. Temporal Rift: This ability has been removed from the game. Wormhole Transit: This ability has been removed from the game. New ability: Mass Recall - Teleports all of the player's units in the target area to the Mothership. Nexus Chrono Boost can no longer target allies. Gateway The build time of this building has increased from 50 to 65. ZERG Infestor Fungal Growth: The damage done by this ability has decreased from 48 to 36. Fungal Growth: This ability now prevents affected units from burrowing. Neural Parasite: Functionality changed - The Infestor now channels this spell, which lasts 10 seconds or until the Infestor is destroyed. You can now target all units with this ability. Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time. BUG FIXES Addressed an issue causing people to receive an “Internal Battle.net Error” message with their game client. Muting your microphone will no longer cause your microphone to be turned off in the operating system once the program has exited. Please note that the voice chat functionality has only partially been implemented. There are many known issues with voice chat that we expect to address in a future patch. The “Medium” graphical settings were reconfigured to work better on appropriate machines. The video settings “auto-detect” functionality has been reset as a result. Added a frame rate limiter to the game menus to prevent some graphics cards from running at higher frame rates than necessary. Source: Battle.net Discuss this article in the Forum!
Mass Recall.... sounds scary really. Do you select the units to teleport? And they can be anywhere, even far apart, I assume.
Chrono Boost can no longer target allies? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Well I'm pretty dissapointed that they turned the mothership into a fancier looking arbiter tbh. Aside from that I think most of the other changes were on-par. Most of my friend's complaints (who is in the beta) are based on the roach which I haven't been seeing as much of in the live streams so I cant really comment. I do think it might be worth keeping an eye on at least.
Temporal rift was the new name of the time bomb, yes? So now it's certain that D3 managed to steal this insanely good and flashy ability. And why are they going back to SC1 all of a sudden? Also, someone explain why reapers were given automatic D-8 attacks against buildings. Because it was cool in AOE3 that units had different attacks for units and buildings, or what? It's a harassment unit, why on earth would it be good against buildings? And if it has an unlimited supply of charges, why wouldn't they throw those all the time, against units as well? Neural parasite is misnamed again, etc. Obviously I don't expect Blizzard to get everything right for the first time because that's why it's called a beta but sometimes I get the impression that they don't even think changes through. ps the change to the colossus, does that mean it can move closer to buildings?
I agree that the reapers don't need the d8 thing. It's too strong an attack for an agile unit, imo. We would be better off using them for harrassment, surprise attacks, and chasing down things things that are trying to escape. That's enough use right there without them being anti-building as well. The mothership is looking distinctly arbiterish now. Perhaps it would be more sensible to not have the super unit and just have arbiters? Super units have never been popular in rts games. The vortex things looks dumb to be aswell. It's far too animated and attention seeking for what is a simple crowd control ability. You could give arbiters the ability who could use it to target just one unit rather than AOE. That is more micro, more skill, and more happy players.
I completely agree with the above post. Simply bring back the old arbiter with some new abilities, right now the mothership is the *new* arbiter, but in a different jacket.
I don't get why they nerfed the infestor, hardly anyone seemed to use it in it's original state anyways. I do agree with the chrono boost though, as the ability to target allies made it OP v. a team that didnt have a toss player. Was craxy how many mrines the terran could get if they had the double queue add-on(cant remember name) and chrono boost going together.
Now with that changes Reapear does 1,2 points more damage to structures. Becoz: 40 damage every 2,5 sec x damage every 1,8 sec X=28,8 So, 30 damage every 1,8 sec is in fact more damage. MotherShip: Now their abilities are almost the same that the old Arbiter. Stasis Field almost same effect that Vortex. Cloaking field almost same effect that Arbiter Cloaking Recall Is the same that Recall Now it does have any more worm hole transit, and it has the same speed that an arbiter. I want play and pay for a SC2! No for play SC1 again. The worm transit was unbalanced becoz you can use it to escape when mothership is damage, but the solution is not remove the ability, just give it an energy cost to that ability. The first Mothership with slow move, worm hole transit, planet craker, time bomb and with a black hole only to air units nerfed, it will be perfect. In these 2 years it seems that Terrans is the only faction that blizzard care.
Do buildings have armor? Does your calculation take building armor into consideration? (40-armor) / 2.5 = ? (30-armor) / 1.8 = ?? Also, with the faster attack time, the reaper is now forced to sustain it's attack more than before, which increases it's vulnerability. ie, it is less effective when microed with hit and run tactics. edit: before --> now reaper vs building with... 1 armor: 15.6 --> 16.11 dps 3 armor: 14.8 --> 15 dps 5 armor: 14 --> 13.88 dps Not much change in the average damage rates really; this change is only to penalise hit and run.
Buildings usually have 1 armor. Terrans can boost armor by 2, so the planetary fortress (base armor 3) can go up to 5 armor.
I am agree, i knew that when i did the post, but i did not extence much becoz my english skill is poor. Also, in a begining i never thougt that reaper was too powerfull. But i did the post just becoz I hear that many people was happy for the "nerf" damage reaper. Terrans changes looks ok. Protoss and Zerg changes looks Bad. Yes, All terran structures has 1 armor, + 2 with an upgrade. And fortress is the only one who has 5 armor. All protoss structure 1 armor +3 by their shield fields armor upgrades All zerg structures 1 armor Spine crawler and spore crawler 2 armor.
I really can"t seen how the infestor got nerfed it was buffed tremendously neural parasite on any unit, terran infestation is now in and fungal growth is probably going to help out a lot seeing as the unit will now be used. I really can"t see why they diden"t just make the reapers d-8 charge a upgrade. Feedback on HT sweetness. Poor mothership im sure we will be seeing another change to it before beta is up wormhole transit was by far the coolest ability .