Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
/edits/
I hate the editing <>s here.
The sword might be grateful to the forge fire, but never fond of it.
This message last edited by Zalis on 31/08/2010 at 02:17:54 PM
Your thoughts on Starcraft 2 units
31/08/2010 11:22:45 AM
- 1166 Views
Have you seen the patch notes for the upcoming 1.1?
31/08/2010 02:15:43 PM
- 983 Views
Re: Your thoughts on Starcraft 2 units
31/08/2010 08:31:03 PM
- 954 Views
I generally agree
31/08/2010 10:44:20 PM
- 793 Views
Ultralisks counter Siege Tanks
01/09/2010 01:59:26 AM
- 875 Views
That is where the Overlord drops come in handy
01/09/2010 02:10:03 AM
- 753 Views
Re: That is where the Overlord drops come in handy
01/09/2010 02:29:23 AM
- 857 Views
I don't play as Zerg either, but I've seen it done effectively. Check out this video
01/09/2010 03:13:51 AM
- 889 Views
I'm only familiar with Zerg and what annoys me as Zerg, SO.
31/08/2010 10:12:48 PM
- 832 Views
Tried Zerg once or twice in coop games last week. Any advice for a Zerg noob?
31/08/2010 10:36:28 PM
- 737 Views
Queen per hatchery. Constant spawn larvae. Expand creep constantly.
01/09/2010 07:53:27 AM
- 779 Views
The thing about the Zerg in Starcraft 2, is that they're a very reactionary race.
02/09/2010 09:12:16 AM
- 910 Views
Thanks for both replies. The Queens + larvae help tremendously. I'll work on the rest.
02/09/2010 08:41:24 PM
- 770 Views
Alright, second crack at this...
31/08/2010 10:22:40 PM
- 873 Views
Re: Alright, second crack at this...
01/09/2010 02:27:27 AM
- 912 Views
I really only play the campaigns in single player mode, so my experience might be a little different
01/09/2010 12:54:07 AM
- 955 Views
Marauder... expensive?
02/09/2010 04:30:47 AM
- 830 Views
Re: Marauder... expensive?
02/09/2010 05:21:22 AM
- 684 Views
Well, we've got Force Field, Hallucinate, Psi Storm and Feedback, so I'm not complaining .
02/09/2010 07:04:39 AM
- 720 Views
In regards to Infested Terrans
02/09/2010 07:48:36 AM
- 854 Views
The Raven is excellent, but in my opinion it's really expensive.
02/09/2010 07:31:38 AM
- 842 Views
Yeah, the ability to do all that while burrowed is really great.
02/09/2010 07:42:22 AM
- 749 Views
You can? Crap. In that case, I need to start using it. *NM*
02/09/2010 09:33:17 PM
- 345 Views
Yes... press the hotkey for burrow and then the key for parasite (very quickly, but in that order)
03/09/2010 03:39:38 AM
- 730 Views