Battle.net updated this morning with a new Patch 1.1. This is a very anticipated change and was announced several weeks ago. Among the changes are reductions in damage for the Terran Battlecruiser and Zerg Ultralisk, as well as a change in the way the Terran Siege Tank does damage (changed to 35(+15 vs. Armored)). Also, increases in build times for the Protoss Zealot, Terran Reaper, and an extension of cooldown for the Protoss WarpGates. No unexpected changes were included in the patch. However, there is a very long changelog for bug fixes and map editor changes, as well as some new Battle.net features added. Among these are an in-game match timer and a local clock (and battery/wi-fi meter for laptops). Support for Nvidia’s 3D play has also been enabled. You can check out the full changelog here! Source: Battle.net
Now its strong against armoured but much weaker against light. I like it, now people will hopefully stop their complain.
Personally, I think I'll try going fast ultras so I can abuse the building aoe bug before it gets fixed >.> I try to play zerg, but they just feel so lacking atm, and the long awaited patch people were putting their hopes on didn't seem to do much to zerg other than ultra. For those who haven't seen the new ultra: http://www.youtube.com/watch?v=Px0zB9_ePmI
Wasn't the ram ability removed just so that ultralisks could aoe buildings? Think that was more or less the whole point here, to boost their effectiveness in a choke. :/
But if you wanted to steamroll a PF then now ultras can't help in as much. Personally I don't think the new ultra will excel in this department since you rarely fight with them tightly packed buildings or units close to their buildings. Assuming the AOE will be reduced as right now tightly packed means any type of base arrangement
My point is that it does less damage to the PF now with its 35 base vs armoured. Ram did something like 80.
The normal attack is twice as fast as the ram attack, so it actually deals as much damage, just with AoE. Not really a nerf against buildings.
Now I might be seeing things or maybe it's just that I haven't seen certain units/icons for a while, but I think there are several icon and unit model changes included in the patch that I couldn't find in the log as I skimmed them through. The MULE comes to my mind in particular as well as stim pack and neural parasite icons as well as baneling ones. Very shiny :3
dont know about multiplayer yet (havent tried cuz i know i suck and need more practice somehow)..but did they remove dark gray as a color choice?
Patch 1.1.0 Changes Lost Book of Crafty Stars Page Number 2 1.1.0 Have a sit down with a terran and a noodle cup Greetings fellow player with the ability to read english or use a google translator. I am greeted with a sense of happiness and sadness as we are greeted by the first official retail patch for StarCraft 2. Several dynamics are shifted by the patch Protoss Is facing a more difficult game early vs both terran and zerg as the build time is increase for the zealot (15% increase normally, 21% increase for warp gate). Although one could argue that the protoss could compensate for the longer build time with additional gateway(s), if additional gateway(s) is/are constructed then the protoss would not be able to tech up or expand as quickly. I think this is a huge mistake since the zealot unit is one of three possible units. Could you imagine what the effects on balance if the zergling or the marine was delayed 15% as well? I think the penalty of 15% or the arbitrary 5 seconds is too great a number and hopefully be reduced in a later patch. Terran The decrease in battlecruiser's damage does slightly reduce the viability of the strategy of rushing to battlecruisers and using a MULE drop for repairs along with medivac marine drop to apply early pressure. The bunker build time is a welcome change by the majority I feel as it the timing attack with 1 marauder or 1 reaper with +1 range and the repair scv was unreasonably strong vs zerg early game. The reaper's build time increase of 5 seconds or 12.5% makes it slightly more difficult to group reaper harass early on, but not impossible. The siege tank change surprised all players. Although the change vs. zerg is not significant, as their units tend to have the least hp of all, the change vs. protoss is quite large. The zealot unit will now take 5 shots instead of 3 to kill, which makes the zealot bombs more viable when used with hallucination to elminiate tanks. It also severely increases the late game strength of the protoss army vs terran. Zerg The least modified race of all three does finally get rid of the ability "Ram" from the ultralisk as it did less damage vs buildings than with the ability that was designed to destroy buildings. I think the conclusion the balance team reached was either the terrans needs to be toned down or that it is the most balanced (already toned down) of the three. It is hard to distinguish between the two as they tailored so many changes for terran, yet so little for protoss and zerg. What do you think of the patch 1.1.0 changes? I fully realize that all if not many of the readers will automatically assume a higher understanding of the Crafting of Stars. However, please allow me and others to freely contribute to this discussion because if it were otherwise, only a handful of people should give their opinions about a game millions of players purchased, which does not seem like a very pleasant notion.