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New Patch 1.3.3 released

  • 11-05-2011 8:43am
    #1
    Registered Users, Registered Users 2 Posts: 2,843 ✭✭✭


    Some pretty big changes in there for Protoss, increased time to get warp gate tech and also the radius of pylons being decreased...

    Also no more "free" bunkers for the Terrans.
    StarCraft II: Wings of Liberty - Patch 1.3.3

    StarCraft II: Wings of Liberty – Patch 1.3.3
    General
    • The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.
    Balance
    • PROTOSS
      • Archon
        • Now a Massive unit.
        • Range increased from 2 to 3.
      • Cybernetics Core
        • Research Warp Gate research time increased from 140 to 160.
      • Gateway
        • Sentry train time decreased from 42 to 37.
        • Warp Gate unit train times remain unchanged.
      • Pylon power radius has been decreased from 7.5 to 6.5.
      TERRAN

      • Bunker
        • Salvage resource return reduced from 100% to 75%.
      • Ghost
        • Cost changed from 150/150 to 200/100.
      • Thor
        • Thor now has 200 max energy, and starts with 50 energy.
        • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).
      ZERG

      • Infestor
        • Speed decreased from 2.5 to 2.25.
      • Spore Crawler
        • Root time decreased from 12 to 6.
    Bug Fixes

    • Fixed an issue where Ghosts could not quickly EMP the same location.
    • Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
    • Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.
    • Fixed an issue where the APM statistic could be artificially increased.
    • Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.
    • Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.
    • The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.


Comments

  • Registered Users, Registered Users 2 Posts: 161 ✭✭VikingErik


    I tried to play this morning but it told me to restart the game client.

    I accidentally launched the game when it was already running so the patch started installing while the game was still running. I'm now worried that this has cause an issue in the game. That or Battle-net was offline cause it didn't allow me play multiplayer.


  • Registered Users, Registered Users 2 Posts: 216 ✭✭The_Keeper


    Not happy to see the Thor nerf, feedbacks all round, pretty sure HTs are now a solid counter to almost every Terran unit. Although should be able to get out more ghosts due to price change.

    Would prefer to see Thors get an energy bar IF they have gone for the 250mm upgrade.

    Archon buff is pretty scary, they'll now be able to mow down T's bio.

    PvP should get more interesting with the 4-gate only really possible on maps with large and/or no ramps.

    Such a drastic patch change during the last week of the GSL/TSL is really going to mess with the finals, could Blizzard not wait a week.


  • Banned (with Prison Access) Posts: 23,555 ✭✭✭✭Sir Digby Chicken Caesar


    aye, two of the biggest sc2 tournaments around and they just herp derp throw this **** in

    id love to know why they couldnt just wait


  • Registered Users, Registered Users 2 Posts: 1,812 ✭✭✭IRL_Sinister


    Pretty fair changes, didn't use Thors in TvP anyway. Ghosts were awesome before, they're even better now. The Infestor change means nothing - it won't make any difference although 3-3 tanks will have more fun with them than before.

    The Bunker "change" is basically changing nothing. As is, most bunker rushes don't even work so they get canceled anyway. When a Bunker gets canceled it costs 25 minerals. Now, even it gets up, it's going to cost the exact same to salvage it. This will change nothing in terms of Bunker rushes in TvZ.

    Overall: Blizzard are on the right track.

    EDIT: Good to know Archons can get facerolled by Vikings (:


  • Registered Users, Registered Users 2 Posts: 161 ✭✭VikingErik


    I really think people will be feeling the pylon radius degrease. I know I will. Having a hard enough time blocking off my ramps v zerg as it is.


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  • Registered Users, Registered Users 2 Posts: 1,095 ✭✭✭Columc


    EDIT: Good to know Archons can get facerolled by Vikings (:

    Being massive dosent mean you can get hit by air... just means they can stomp forcefields and not get slowed by muraders.

    Clossi are the only unit in the game that are on the ground that can get hit by anti air.

    Sorry if I completly missread that comment as something else


  • Registered Users, Registered Users 2 Posts: 1,812 ✭✭✭IRL_Sinister


    aww :(


  • Registered Users, Registered Users 2 Posts: 232 ✭✭Angeles



    EDIT: Good to know Archons can get facerolled by Vikings (:

    I don't think this is the case is it?, preety sure thor's and ultra's don't get effected by air and they're massive units?


  • Registered Users, Registered Users 2 Posts: 1,095 ✭✭✭Columc




  • Registered Users, Registered Users 2 Posts: 1,812 ✭✭✭IRL_Sinister


    Doing research on such things is a waste of time when you have people who do it for you ^_^


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  • Registered Users, Registered Users 2 Posts: 1,095 ✭✭✭Columc


    Doing research on such things is a waste of time when you have people who do it for you ^_^

    ya why would you need to do research, not like you would use vikings to counter archons.... oh wait


  • Registered Users, Registered Users 2 Posts: 3,358 ✭✭✭seraphimvc


    i m just glad the we wont see the returning of proxgay 2gate on ladder >_> the rest of changes are fine. thor 'neff' is thanks to thorzain :pac: and obv that warpgate neff barely has any effect to pvp, needless to say on the other mu. 40s makes more sense._.


  • Registered Users, Registered Users 2 Posts: 1,812 ✭✭✭IRL_Sinister


    Columc wrote: »
    ya why would you need to do research, not like you would use vikings to counter archons.... oh wait

    Colossi'll be out anyway ^_^


  • Registered Users, Registered Users 2 Posts: 216 ✭✭The_Keeper


    After playing a few games last night vs Toss, I must say I'm loving the price change on the ghosts, really allows you get to get some out with out having to halt production of other units. Two quick ghosts can be devasting against a Toss who FEs on a small map.

    Haven't had a chance to get some ghosts out vs infestors, but should definitely be easier now.


  • Registered Users, Registered Users 2 Posts: 3,358 ✭✭✭seraphimvc


    infestor's speed is a neff :pac:

    http://sea.battle.net/sc2/en/blog/140933#blog
    Infestor Speed Decrease

    We like how infestors have been functioning across the board since the last patch. We feel the previous infestor buffs heavily contributed to making matchups solid, especially at the higher skill levels.

    However, it was slightly problematic in some scenarios where infestors were getting away too easily. Even when it was off of creep, the infestor was slightly faster than normal units -- and on creep, it was considerably faster. We decided to give infestors normal movement speed off of creep to make it easier to catch up to them and kill them.

    i still find that blizz has some personal hatred on zerg :pac:

    and look at this lol
    Spore Crawler Root Time

    Air-based strategies vs. zerg are common due to zerg anti-air units coming out later than other races. Because of this, it actually makes sense for spore crawlers to be more flexible than other races' anti-air structures. If a zerg player is totally unprepared, we don't mind them just outright losing the game. However, what we didn't like was when zerg players still suffered considerable damage from void rays, phoenixes, and banshees, despite being prepared with spore crawlers that were slightly out of position. We decided to make this change so that it's somewhat easier to fend off these attacks, especially when you already have some spore crawlers in play.

    As a side note, we don't feel the same way about spine crawlers, as there are being plenty of other anti-ground units zerg players can use along with the spine crawlers from the beginning of the game.
    lol so T/P without prepare for air is ok while Z deserves to lose the game? hahhaa.


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