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Patch 1.4 first draft

  • 25-08-2011 10:00am
    #1
    Registered Users, Registered Users 2 Posts: 57 ✭✭


    Major Hellion Nerf, buff for Immortals, blink research increased

    http://us.battle.net/sc2/en/forum/topic/1213111662


    Balance

    General

    Unit vision up ramps has been reduced by 1.


    PROTOSS

    Immortal

    Attack range increased from 5 to 6.

    Mothership

    Acceleration increased from 0.3 to 1.375.

    The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

    Stalker

    Blink research time increased from 110 to 140.

    Warp Prism

    Shields increased from 40 to 100.


    TERRAN

    Barracks

    Build time increased from 60 to 65.

    Hellion

    Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

    Raven

    Seeker missile movement speed increased from 2.5 to 2.953.


    ZERG

    Infestor

    Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

    Overseer

    Morph cost decreased from 50/100 to 50/50.

    Contaminate energy cost increased from 75 to 125.

    Ultralisk

    Build time decreased from 70 to 55.


Comments

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


    hellion nerf isnt that bad, most of the time you bring 4 hellions in to harass the workers, it just requires 3 shots to destroy a worker now, and will be back to normal if you get +1 wep upgrade.

    extra 5 seconds on rax is a pain, need to see what is better now, to get the OC 5 seconds late or get a scv and get the OC 12 seconds late.
    StarCraft II: Wings of Liberty - Patch 1.4.0
    
    
    General
    
    A new Career page displaying placement in past seasons has been added to the League & Ladders section of the Profile.
    
    The upload timeout period for publishing custom maps has been increased significantly.
    
    SLI performance has been improved.
    
    D3D memory management has been improved.
    
    When file corruption is detected in un-repairable files (replays, saved games, or downloaded maps), a prompt to run the Repair Tool will no longer occur.
    
    Game Options
    
    Added three privacy settings to the Options menu under the Battle.net section.
    
    Only allow friends to send me invites.
    
    Only allow friends to send me chat messages.
    
    Set status to Busy when playing a game.
    
    Added the FPS Toggle hotkey to the hotkey dialog.
    
    Added Display Game Tooltips setting to the Options under Gameplay that can be turned off to prevent tooltips from appearing when playing a game.
    
    UI and Display
    
    A Launch PTR button will now appear on the login screen when the PTR is available. Clicking this button will close the retail client and launch the PTR client.
    
    Improved error messages when a unit is required but none is targeted to provide required target information.
    
    UI Frame used in .SC2Layout files has more anchoring flexibility.
    
    Loading an old saved game will now give an option to restart the mission in the new version of StarCraft II instead of loading it in the old version without access to achievements.
    
    Player names in the Name Panel in observer or replay mode will now be based off the player’s locations on the minimap. For example the player closer to the left side of the minimap will appear on the left side of the name panel.
    
    When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
    
    Toggle Team Colors in 1v1 and Free-for-All when observing and during a replay will not change player colors.
    
    Sound
    
    An error notification sound is now played if a placement location cannot be found when unit training completes.
    
    Most existing alert sounds are now reduced in volume when a new alert sound plays.
    
    Transmissions without a valid sound file will now display a subtitle during cinematics even if the player has turned off subtitles.
    
    Added a new Alert Fade option to control how much existing alert sounds fade when new alert sounds are played.
    
    
    Balance
    
    General
    
    Unit vision up ramps has been reduced by 1.
    
    
    PROTOSS
    
    Immortal
    
    Attack range increased from 5 to 6.
    
    Mothership
    
    Acceleration increased from 0.3 to 1.375.
    
    The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
    
    Stalker
    
    Blink research time increased from 110 to 140.
    
    Warp Prism
    
    Shields increased from 40 to 100.
    
    
    TERRAN
    
    Barracks
    
    Build time increased from 60 to 65.
    
    Hellion
    
    Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
    
    Raven
    
    Seeker missile movement speed increased from 2.5 to 2.953.
    
    
    ZERG
    
    Infestor
    
    Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
    
    Overseer
    
    Morph cost decreased from 50/100 to 50/50.
    
    Contaminate energy cost increased from 75 to 125.
    
    Ultralisk
    
    Build time decreased from 70 to 55.
    
    Bug Fixes
    
    Gameplay
    
    Hitting Escape when using the Options menu while playing a game will now properly revert any changes made.
    
    Loading a saved game with a game speed different than the minimum game speed now works correctly.
    
    Failing to load a saved game from a previous build will now show the proper error message.
    
    Reduced Violence no longer prevents custom death models from working.
    
    Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
    
    In the Load Game Panel it is no longer possible to delete a saved game while playing it.
    
    In the Load Game Panel, choosing to keep\save an unsaved file in the Recent Tab now properly saves the file.
    
    Switching between a control group hotkey and selecting a unit no longer registers as a double-click.
    
    The Base Camera and Jump to Location hotkeys can no longer be used while the game is paused.
    
    Escape and F12 can no longer be used for custom grid hotkey profiles.
    
    Default key display will not show up when Custom Observer hotkey has been set.
    
    The range for structures hitting other structures is now consistent with non-structure units.
    
    Units with movement suppressed can now issue an order to board a transport instead of just follow it.
    
    Transports can no longer unload units into a dense area if the original order was issued on a fogged location.
    
    A full refund will now be issued for any training requests that cannot complete because unit placement fails.
    
    Commands that have no charges left will display a 0 instead of just hiding the number.
    
    Resources spent repairing are now reported as resources lost when the repaired unit dies.
    
    Fixed an issue with the Camera Follow mode not turning off when scrolling away from a unit being followed.
    
    Fixed an issue with cycling chat recipients while in a party and watching a replay.
    
    Fixed an issue in the Load Game Panel that sometimes caused the wrong map preview image to display.
    
    Fixed an issue where the Hotkey dialog sometimes displayed inaccurate unit commands.
    
    Fixed an issue where units would seem to pop when travelling along cliffs.
    
    Fixed an issue where flyers may not decelerate in some cases.
    
    Fixed an issue where flying unit separation wasn’t consistent.
    
    Fixed issues displaying some hotkeys for non-US keyboard layouts.
    
    Fixed issues with cursors when using NVidia 3DVision.
    
    Fixed issues where an ally unit’s command card was visible without shared control enabled.
    
    Fixed some issues with DVORAK keyboards not working correctly with Grid hotkey profiles.
    
    Fixed several issues with the Units Lost tab not tracking resources correctly.
    
    Fixed erroneous hotkey conflict detections with some observer commands.
    
    
    Protoss
    
    
    Issuing new orders to charging zealots will cause them to lose the charge buff.
    
    Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.
    
    Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
    
    Fixed an issue where workers would not path around Force Field while harvesting.
    
    Fixed an animation bug that would occur when Graviton Beam was used on unburrowing Zerg units.
    
    
    Terran
    
    
    The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
    
    SCVs will now always face the building when resuming construction.
    
    SCVs can no longer repair themselves while inside a Bunker or Medivac.
    
    Fixed an issue where the Reaper could get stuck in some cases.
    
    
    Zerg
    
    Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
    
    Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
    
    Burrowed units are no longer cloaked by the Mothership, as this is redundant.
    
    Attack upgrades are now retained by units controlled by Neural Parasite.
    
    If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
    
    Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
    
    Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
    
    Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
    
    Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
    
    


  • Registered Users, Registered Users 2 Posts: 8,806 ✭✭✭Lafortezza


    Is there a date when this update happens?


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


    going to be up in PTR(Public Test) more then likely next Wednesday for Europe. It usually takes 2-3 weeks of testing until it goes to live servers, so probably half way into September end of September.

    note that not all of these changes will make it into the live patch notes,

    When 1.3 came out fungel growth change on the patch notes used to be a image cast were a blob has to hit your units for the fungal to go off, this was changed when a video showed that stalkers can kite this blob with blink and not get hit by fungal.


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    Interesting changes. The immortal range upgrade is nice and all but they're costly and hard to get enmasse so it makes a-moving them a little better but this certainly isn't going to have the effect on the game the roach range buff had. I don't see it helping vs the supposedly imba 1/1/1 too much since marines were the problem with engaging siege tanks rather than range. I'm happy though, anything that helps vs the zerg composition of roach, roach, roach, which according to zerg players is terrible, makes me happy.

    Mothership change doesn't mean much, maybe a little more survivability but it's not like we see them much anyway.

    Blink research? A pretty random change, don't really understand it and combined with the immortal buff might have a significant change on PvP, we'll see. I suppose it might put the timings off slightly for some PvZ pressure/all-in builds but nothing that can't be fixed with better use of chronoboost I reckon.

    Warp Prism change is awesome. They're way too weak at the moment and this could help hugely, especially in PvZ where queen's are usually what kills it.

    Barracks build time, helps zerg vs 2 rax I guess?

    Blue flame nerf is a little harsh but I can understand why it was so drastic since any smaller nerf than bringing it down to 5 dmg would mean they would still 2 shot workers so I guess that's the intended reason. It might have some more subtle effects in TvT with marines/combat shield/+1 armour but I haven't done the math on it.

    Hunter seeker change is okay I suppose, it might have an effect in a game like the one we saw between Rain & Boxer at MLG since it now moves faster than vikings, other than that, meh.

    The fungal change isn't a massive deal in my opinion. It only does 6 less damage to both armoured and light units, so I suppose if it's hitting alot of units it's some damage reduction but not gamebreaking. It won't really change anything vs groups of marines since medivacs only heal one unit anyway.

    Cheaper overseers? Cool I guess, DT openers have become terrible in PvZ anyway. Contaminate change was necessary because of cheaper overseers.

    And lastly the ultra build time change, that's fine, I think I rather have more zergs use them against me than broodlords. Going ultras did kinda make you vulnerable for a fairly long time anyway.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Cheaper overseer's is nice as it means you can get them earlier and more often but I would like to see the timer on changeling removed. 90% of them get spotted and killed so if you go to the trouble of getting one in, it should stay there until its spotted. I mean, the cloak on observers is permanent so why is there timers on changlings?

    If they were permanent it would move away from the "sacking overlords every two minutes" situation we have at the moment.

    Ultralisks need more damage to make them worth teching to in my opinion. Broodlords are vastly superior at tech 3. reduced ultra build time won't change this.


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  • Closed Accounts Posts: 4,997 ✭✭✭Grimebox


    I love the immortal buff. I've been doing this wonkey 1g 2robo PvP build recently for the lols which involves pushing with 3 immo's and rallying more to their base. Should make it better still. I should remind you though I'm still in plat but winning regularly so should be diamond again soon. I wanna post some replays of this build soon actually for Funky and Neo to rip apart.

    Gotta love the warp prism change as well. When are protoss going to learn that you can't keep making air crafts out of paper maché?


  • Registered Users, Registered Users 2 Posts: 309 ✭✭Decerto


    Grimebox wrote: »
    I love the immortal buff. I've been doing this wonkey 1g 2robo PvP build recently for the lols which involves pushing with 3 immo's and rallying more to their base. Should make it better still. I should remind you though I'm still in plat but winning regularly so should be diamond again soon. I wanna post some replays of this build soon actually for Funky and Neo to rip apart.

    Gotta love the warp prism change as well. When are protoss going to learn that you can't keep making air crafts out of paper maché?

    Ill save you some time, it will die to a 4gate^^, no one up to id say low/mid masters can hold off a proper 4gate


  • Registered Users, Registered Users 2 Posts: 492 ✭✭UnholyGregor


    Grimebox wrote: »
    I've been doing 1g 2robo PvP

    lmao


  • Closed Accounts Posts: 4,997 ✭✭✭Grimebox


    lmao

    Dude I put up with your bull**** because it was never aimed at me but your post here is pointless and insulting


  • Registered Users, Registered Users 2 Posts: 492 ✭✭UnholyGregor


    pointless? definately not.
    insulting? thats a matter of interpretation.

    just 4gate pvp like every other protoss, until you get to masters and actually understand the game. you can try your gimmicky home made builds all you want, but your never gonna really get anywhere with it
    the truth hurts, look at what im saying objectively, you shouldnt be offended, theres more to my posts than petty trolling. you have a **** build. and are beatiing **** players with it. this does not make your build viable


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  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    ah gregor i see your back! :p

    grime, play what ever way you like, if something works for you then thats what matters.


  • Registered Users, Registered Users 2 Posts: 468 ✭✭godspal


    Okay UnholyGregor, back to your usual blunt self.

    However, Grime, how the hell do you support that off one base? You don't have enough chrono to pump out immortals, your macro will slip massively, and you should never be able to produce enough units to overpower a 4-gate or 3-gate robo.
    However, hmmm, this could really work in team play... Save up the chrone and get some support from your teammates.
    But 1v1 it seems completely unenviable. And possibly the only reason it works is that a lot of players, plat down, wouldn't know how to scout and deal with it. I am guessing a lot of your games end quickly.

    EDIT: I am still really annoyed about the defensive sight/offensive sight on high gorund. Its complete BS for Zerg scouting. Its basically sacrificing a zergling to probe a ramp after the patch.


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


    I'm not going to lie, I haven't read anything in this thread but I would like to say that I saw my first PvP in 3+ months today and the guy with 2 Robo's won (and convincingly so).

    Yes, they were both professionals. Yes, they played in a straight up game. Yes, it lasted more than 20 mins.


  • Moderators, Category Moderators, Entertainment Moderators Posts: 36,711 CMod ✭✭✭✭pixelburp


    <pointless rant>
    I like some of those zerg buffs, nice streamlining patch methinks. But to be honest I'm giving up on the game at this stage as I've got about as much fun out of it as I'm likely to. Too much hassle for someone who plays outside of work hours.

    I got as far as I could just playing the game for fun (platinum: didn't take builds or macro/micro too seriously, tried to play fast & loose), but now playing it is the complete opposite of fun: It's an overly intensive, over-competitive game with a level of asshattery that's too high to be worth playing. In fact I'd go so far as suggesting that SC2 is a horrible hive of snobbery. In platinum I'm running to stand still and tbh, there's more enjoyable wastes of my time. I miss being a bronze because nobody was taking it seriously or trying to emulate the pros.

    So yeah, no real point to my post really, but least in TF2 I can fanny about as a medic and no one's shouting at me because I'm not scouting or lol, 2gate robo newb etc. etc. :)
    </pointless rant>


  • Registered Users, Registered Users 2 Posts: 468 ✭✭godspal


    I don't know any online game that isn't full of snobs. Once you have a competitive environment people get uptight.

    1v1's are intense, and if I am getting very wound up I just play team games. Play team games, they're plenty of fun.

    And as for snobby communities... Well I have tried to play a few FPSs online in the past and I find them to be the worst.


  • Closed Accounts Posts: 4,997 ✭✭✭Grimebox


    pointless? definately not.
    insulting? thats a matter of interpretation.

    just 4gate pvp like every other protoss, until you get to masters and actually understand the game. you can try your gimmicky home made builds all you want, but your never gonna really get anywhere with it
    the truth hurts, look at what im saying objectively, you shouldnt be offended, theres more to my posts than petty trolling. you have a **** build. and are beatiing **** players with it. this does not make your build viable

    This post is worth reading. Can you not see that simply saying "lmao" is not constructive in any way?
    I'm not going to lie, I haven't read anything in this thread but I would like to say that I saw my first PvP in 3+ months today and the guy with 2 Robo's won (and convincingly so).

    Yes, they were both professionals. Yes, they played in a straight up game. Yes, it lasted more than 20 mins.

    I doubt the player who won went 1g 2robo off one base however :D


    I've found one base can support constant production of immortals off 2 robo with a large surplus of minerals to make room for pylons/zealots/warpgates/nexus. Sure it probably dies to an impecable 4gate but is any other Protoss bored to tears with that build? Heaven forbid I try something different and try to have some fun creating my own build


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


    Grimebox wrote: »
    This post is worth reading. Can you not see that simply saying "lmao" is not constructive in any way?



    I doubt the player who won went 1g 2robo off one base however :D


    I've found one base can support constant production of immortals off 2 robo with a large surplus of minerals to make room for pylons/zealots/warpgates/nexus. Sure it probably dies to an impecable 4gate but is any other Protoss bored to tears with that build? Heaven forbid I try something different and try to have some fun creating my own build

    That would be correct but I am under the impression that Protoss vs Protoss metagame has changed as of late and is, in general, no longer revolving around 4 gate and more around expands and Robo's? I could be very wrong; I can't state enough that I have not touched, followed or played the game in 3 months other than in the last couple of days.


  • Registered Users, Registered Users 2 Posts: 9,460 ✭✭✭Orizio


    NP no longer works on massive units. :pac:


  • Registered Users, Registered Users 2 Posts: 135 ✭✭freepower


    Quite frankly, wtf else would you want to NP? :P

    Oh ****! Hellion thor? Better NP those hellions pronto!

    (hellions ARE amazing versus hellions >.>)

    (but no blueflame if you NP - goddamn, even terran units suck for zerg :P )


  • Registered Users, Registered Users 2 Posts: 9,460 ✭✭✭Orizio


    Eh NP Immortals, or HTs to storm etc. Its still pretty useful, but ling or roach infester seemed crazy efficient ZvP. Thors are a liability ZvT. Seems like a fair enough nerf, infesters are still going to be great.


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  • Registered Users, Registered Users 2 Posts: 135 ✭✭freepower


    Tbh I should just abstain from all balance discussion until I hit my injects properly. If I had twice as many drones and units I think I'd be fine!


  • Closed Accounts Posts: 38 CluEleSs!?


    Grimebox wrote: »
    This post is worth reading. Can you not see that simply saying "lmao" is not constructive in any way?

    Tbh, what's constructive about telling everybody about your trash 2robo immortal build in a patch change discussion thread? Moreover, if you're going immortal/zealot, extra range isn't going to affect anything anyway.


  • Closed Accounts Posts: 38 CluEleSs!?


    That would be correct but I am under the impression that Protoss vs Protoss metagame has changed as of late and is, in general, no longer revolving around 4 gate and more around expands and Robo's? I could be very wrong; I can't state enough that I have not touched, followed or played the game in 3 months other than in the last couple of days.

    It's map dependent. You can get away with non-4gate builds, but you have to prepare for the possibility of a 4gate (unless you wanna be a risky ****er).


    Oops, double post.


  • Registered Users, Registered Users 2 Posts: 492 ✭✭UnholyGregor


    removed neural parasite from infestor on massive targets
    well, good job blizzard, zvt and zvp is now unwinnabe again.
    let the a move victories (re)commence


  • Registered Users, Registered Users 2 Posts: 468 ✭✭godspal


    The Neural Parasite Nerf seems completely unnecessary, from what the pro scene is like now, this the way it should be.
    Terran - Nerf
    Zerg - Tweaked
    Protoss - Buff


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


    This is going to be implemented tomorrow.


  • Registered Users, Registered Users 2 Posts: 162 ✭✭Khazidhea


    I'm back! :D Sort of. Not playing yet, maybe next week.



    So, patch. I like the user interface changes.

    Dont really care about balance changes ... oh wait the warp prism. I guess it will be flavor of the month thingy. Hellions are still kinda good. Slower rax is a bit irritating. NP? Not a problem in my tvz. Immortals? Not a problem in my tvp.

    What I dont like is the way they go around nerfing NP. Like they tried one thing, it failed and then they just implemented the range nerf instead without any testing. I guess they wanted to make the patch hit before MLG\GSL or something. It is probably the first time I am actually not happy about what blizzard did.


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


    **** yes. We can train together, man. I just started playing again 2 days ago as well *high 5*!


  • Moderators, Motoring & Transport Moderators Posts: 10,005 Mod ✭✭✭✭Tenger


    I going to blame 1.4 for my woes at the moment.

    Changed my bio BO a bit yesterday, won 7/10 games.
    So far played 8 today, been whipped in all of them......


    Although my hand eye co-ordination seems to have fallen apart as well.........

    Time for a wee rest I think


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