StarCrat 2 Beta Patch 6

Discussion in 'StarCraft II Beta' started by Seradin, Mar 25, 2010.

StarCrat 2 Beta Patch 6

Discussion in 'StarCraft II Beta' started by Seradin, Mar 25, 2010.

  1. Seradin

    Seradin New Member

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    [​IMG]

    Blizzard has released a sixth patch to accompnay the anticipated wipe of all beta accounts. As of the maintenance conducted tonight all users must re-register their Battle.net accounts and re-form their friends lists as well as begin their ladder accounts anew. The balance changes were pretty dramatic, but aside from a decrease in the build time of the Terran factory, there were no major buffs for Terran.

    However, there were some general nerfs to the other races (although the Baneling receives a slight buff against armored units of +5 damage. I also don't seem to understand the logic behind reducing the HP of Terran SCVs from 60 to 45. Weird. Here's the full list of changes:

    StarCraft II Beta – Patch 6

    General

    You can now report misconduct or block communication with a player after completion of a game by right-clicking on the offending player's name in the score screen and choosing Report Abuse or Block Communication.
    You can now view any player's profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile.
    Updated unit and ability tooltips to be accurate in all regions.
    Improved the visibility of units on zerg creep.
    Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players.
    Improved the system that handles promotion and relegation between Leagues.
    Improved the Favored functionality to more accurately portray Even matches and display properly in the score screen.
    Improved 2v2 arranged team matchmaking so games are found more quickly.
    Improved replay functionality so missing maps will be downloaded from Battle.net when you view a replay.
    Korea: Improved the logic for the age gate functionality.


    Balance Changes

    GENERAL

    Pathing has been improved so units can now properly block ramps and choke points.
    Made a change to how zerg creep affects doodads, such as trees, to prevent players from seeing the starting location of zerg players through the fog of war.


    TERRAN

    Viking
    Cost changed from 125 Minerals and 100 Vespene Gas to 150 Minerals and 75 Vespene Gas.

    Ghost
    Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas.
    EMP Round radius decreased from 3 to 2.

    Factory
    Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.

    Tech Lab
    Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.

    Reactor
    Build time increased from 25 seconds to 50 seconds.

    SCV
    Life decreased from 60 to 45.

    Bunker
    Build time decreased from 40 seconds to 30 seconds.

    Marine
    Build time increased from 20 seconds to 25 seconds.


    PROTOSS

    Colossus
    Thermal Lances damage decreased from 23 to 20.

    Observer
    Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
    Build time increased from 33 seconds to 40 seconds.

    Stalker
    Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
    Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).

    Dark Templar
    Armor type changed from Biological-Psionic to Biological-Psionic-Light.

    High Templar
    Armor type changed from Biological-Psionic to Biological-Psionic-Light.

    Dark Shrine
    Build time increased from 80 seconds to 100 seconds.
    Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.


    ZERG

    Baneling
    Volatile Burst damage increased from 15 (+20 Light) to 20 (+15 Light).

    Roach
    Burrowed regeneration rate decreased from 10 to 5.
    Upgraded burrowed regeneration bonus decreased from +20 to +10.


    Bug Fixes

    Fixed an issue affecting the incorrect assignment of arranged teams to certain Leagues.
    Fixed an issue affecting random teams that caused no points being awarded on wins and too many points being removed on losses in certain situations.
    Fixed an issue involving the Bonus Pool display on the Quick Match and Leagues & Ladders pages.
    Korean client: Fixed an issue affecting the ability for Korean players to properly view profiles. They can now see their League ranking on their profile page.
    Fixed an intermittent UI crash on game shutdown.
    Polish client: Fixed a crash which would happen any time a "Player is no longer being revealed!" message was displayed.


    Source: Battle.net

    -Seradin
     
    Last edited by a moderator: Mar 26, 2010
  2. FFenix

    FFenix New Member

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    Baneling buffffffffffff bwuahahhahhah bye bye marauders
     
  3. EonMaster

    EonMaster Eeveelution Master

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    maybe stalkers will actually be more useful now. Not sure why they lowered HP of scv, guess for easier harassment.

    What was the affect creep had on trees? I've never noticed anything from beta vids.
     
  4. the8thark

    the8thark New Member

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    Nice. Seems Blizzard is trying out some more balance tweaks. Sound good.
    I'm really liking the General changes though. Like the improved unit pathing, bad contuct reporting and match making tweaks.
     
  5. Alasdair

    Alasdair New Member

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    I'm pretty sad about the SCV being nerfed. I always thought that Marines were a little less cost effective than Zerglings or Zealots, and were supposed to have SCVs back them up as a melee blocker.
    I think we'll see this tactic employed alot less now. But maybe that'll get the MULE more attention as a melee blocker, as it still has 60 health.

    Also, any sort of Marine rush seems like it will be terribly less effective, because of the nerf to the build time of the Reactor and Marine. I'm not sure whether Bunker rushes will be the same-ish or not.

    I think I'd rather see an increase in the viability of Blink, rather than a damage boost for the Stalkers. Right now it seems like it costs too much to upgrade and refreshes too slow.
     
  6. Kaaraa

    Kaaraa Space Junkie

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    The SCV nerf stood out the most for me. It seems kind of weird that they'd cut its HP when it's the only worker unit that's actually vulnerable when building a structure.

    As far as the Reactor/Marine build time goes, I don't think it'll kill the strategy; for Jon's build order it may just mean holding off on the Reactor until the second Barracks is built so you can still pump out marines durinng that time.
     
  7. marinefreak

    marinefreak New Member

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    SCV and Marine nerf makes me sad. The best thing about terran was they were immune to rushes :(

    Ah well its good to see matchmaking and pathfinding fixes
     
  8. bragesjo

    bragesjo New Member

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    While I have not playd enough games yet but SCV nerf makes Terran more vulnerabe ro rushes and harrasment. And increased Marins build time does not make it better. Giving reactors longer build time does not effect early rushing but that in combination with increased Marin build time makes Terran even more open to mass Mutas. However, since factorys are cheaper as well as techlabs Terran looks stronger in mid game. Viking cost change makes them stronger since is easier to get minerals than gas.
     
    Last edited: Mar 26, 2010
  9. 10-Neon

    10-Neon New Member

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    The SCV and Marine were nerfed because they were being used together in an extremely strong rush. The SCV now has the same HP as the Probe and Drone, so Terran can't be any worse for defending against rushes than the other races.

    Instead of dropping a fast Reactor, a Terran defensive opening might actually involve a Bunker now.
     
  10. SmargfX

    SmargfX New Member

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    it seems everyone on these forums is always so concerned about the damn Terrens.

    Where are my zergy buddys?!
     
  11. Cabbage

    Cabbage New Member

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    Doesn't 50 minerals, 100 gas sound too much for an observer? Why did they need to do that?
     
  12. bragesjo

    bragesjo New Member

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    Dustin Browder stated in a interview that Terran has a less winning percent than both Protoss and Zerg in both 1-1 and 2-2 might indicate why there are Terran concerns at the forum. I predict that in the next patch Marines build time will be restored becouse of mass Mutas or that something similar to help defend agianst it might happen, unclear what.
     
  13. kuvasz

    kuvasz Corrections Officer

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    And this is why I hope beta will last longer than what they planned. Nerfing the SCV so much just shows how easily they toss around ideas. I think it was a bad move because of SCVs being vulnerable during building and because they do not heal by themselves. I would've decreased their damage to 4 and given them vehicle plating and see how they faired.

    I'm still waiting for the ghost to get 50hp.
     
  14. Bennybo100

    Bennybo100 New Member

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    Imo

    1. The Terran Ghost : I love the new cost of them, but with it has come a terrible decision by Blizzard. Reducing the radius of the EMP from 3, to 2. The EMP is essentially, the best counter to Protoss, and they go and ruin it. At least reduce the amount of energy it costs use...

    2. Marine / Barracks + barracks add-ons : I really like the new timing for all the buildings, but the only thing i disagree with is the increase in build time for a marine from 20 to 25. It is the main unit to counter rushes in SC2, and even though five seconds may not seem like much, in my opinion, it was the wrong decision.

    3. The SCV : i'm not even going to bother... I mean, they don't have shields, they don't heal themselves, and their health is now just 45!!! C'mon!!!

    I also completely agree with the new Roach reductions. But why did they only reduce the burrowed aspect of the Roach. They NEED to reduce the damage / armour the Roach has, otherwise the annoyance of mass roaches will continue with next to no counter for it.
     
  15. Mattbaumann777

    Mattbaumann777 New Member

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    I don't really agree with nerfing the roach's regeneration. The Zerg don't have Lurkers anymore, so no units that can attack while cloaked, and no units that do spash damage besides the suicide damage of the Baneling.. so no regular splash damage. The Zerg lost it's tank, so the Roach better be a damned good replacement. I do like the damage upgrade to the baneling so they're more practical to use. I also agree the SCV nerf is kinda useless.
     
  16. MeisterX

    MeisterX Hyperion

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    Well the Roach is overshadowing the Ultralisk. With armor upgrades the Roach essentially becomes a really cheap, fast, and powerful Ultralisk.
     
  17. Gasmaskguy

    Gasmaskguy New Member

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    Zerg detection has been nerfed since Overlords have to morph into Overseers that cost, that's right, 50 minerals and 100 gas.

    On the Terran side, Scan has become a lot less viable since dropping Mules is pretty much standard.

    Protoss were the only ones with un-nerfed detection from SC1, so the change in Observer cost makes total sense.



    About the SCV nerf:
    I like it. I was only surprised for a second.
    This means harrassing workers of different races is more fair.
    The fact that they are vulnurable while contructing something creates fun gameplay and micro. Now you will have to protect your SCV with a Marine or another SCV more often.
     
  18. kuvasz

    kuvasz Corrections Officer

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    I was about to post that obies don't have 200hp but then I remembered that in one of the commentaries I saw the other day it took 12 stalker shots to take down an observer. Something must be up with its armour or something but it looked ridiculous, 3 stalkers chasing a small observer for seconds before killing it. No shield regen at all.
    And if their sight radius grows while stationary then they can be pretty much undetected as they don't ripple the vision. So the cost might make sense.

    As for the EMP, I would much rather it be a slow missile with the old radius and give ghosts 50hp. I feel the ghost needs to be balanced by its costs and hp, not abilities. HP even more so because a stealth sniper having more than twice the hp of a rough marine in a powersuit makes no sense at all. Plus a low hp caster/support fighter throws in some variety among the casters in the game. Plus it'd be nice to see them instagib from a single feedback :D
     
  19. FFenix

    FFenix New Member

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    Most of you don't seem to understand that you can get robo bay right after cybernetics core. There you can get OBs, IMMORTALS, and potentially collosus. Obs is basically free scouting info since most ppl don't drop down detection so early. for 25/75 That's just too unfair as it is cloaked and won't be taken down in a while. In addition you don't need an "observatory" in sc1, which was huge. Giving it 50/100 is fair to me. Instead of pumping 5-6 obs, toss may now opt to only 1-2.

    I don't see why people are also bickering about the ghost needing 50 HP and EMP nerf. It cost 150/150 for god sake. It should have 100HP! The gas got reduced making multiple EMPs come out much easier. Terrans usually pump out 2 ghost which is 400 gas. Now it's 300. You can no use that extra 100 gas for something else. Two emps is better than one emp with old radius. If anything it's a buff for ghost as terrans were having troubles taking down toss.

    SCVs with 45HP, okay this was hit way too hard and unfair. This was duely to the fact koreans were abusing scv and marine rushes, which were devastating. This made marines also increase in build time by 5 seconds. I've only been playing terran for a week, and this seems harsh.However the change in reactor and tech labs are awesome. I feel it made build orders better for the long run , and easier to drop a tech lab.

    My two cents XD
     
  20. Bennybo100

    Bennybo100 New Member

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    Please don't quote the post directly above your own. Also, please don't quote more than you type. Please read the forum rules before posting!

    I completely agree with your opinion on Terran, I like the add-on build time increase but hate how SCV's and Marines have been have been hit hard hp / build time wise.
     
    Last edited by a moderator: Mar 27, 2010