[Actu] StarCraft II en bêta-test d'ici la fin du mois (#5)

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Citation :
Publié par Blizzard
I think I made the bird too hardcore.
Référence obscure à Dwarf Fortress : comprendra qui voudra

Enfin : c'est joli, c'est fun, mais ça me semble un tout petit peu abusé le coup des Phénix... Enfin, dans un sens, les Protoss auront à présent une unité AA digne de ce nom si bien joué... Mais dans un autre sens, c'est vraiment excessif.
Citation :
Publié par Maiky²
Sinon pour le dps Thor / Colosse , y'a une perte de dps.

+ d'attaques signifie + d'armor reduce. : /
Le dps théorique est inchangé mais là où le cooldown réduit implique une plus grande prise en compte du facteur armure, il implique aussi un plus grand bénéfice des upgrades forge, donc c'est limite un buff.

Le gros problème par contre c'est que ce sera beaucoup moins évident de kite en le faisant back le temps du cooldown d'attaque, et il sera donc plus vulnérable.

Pour le Thor par contre c'est un vrai buff parceque même s'il ne oneshot plus les hydras, les 90 dmg étaient souvent "gaspillés" sur une unité qui n'avait pas autant de hp, genre t'as un roach à 15 hp, au lieu de gaspiller 75 dmg potentiels t'en perds plus que 45.

Ah oui et aussi mdr le corruptor quand même, on dirait qu'ils ont voulu le buff mais au final il est pire qu'avant, corruption est complètement useless maintenant alors que ça pouvait être très utile pour paralyser une PF par exemple.
Suis-je le seul à rester bloquer à l'écran de login, j'ai l'impression qu'ils établissent une MàJ, enfin c'est ce qui est marqué dans l'encadré..

Edit : Au temps pour moi, je ne savais pas que le patch dont on parlait s'appliquait immédiatement, moi qui pensais que c'était d'abord aux US
Citation :
Publié par Darkshine
Ah oui et aussi mdr le corruptor quand même, on dirait qu'ils ont voulu le buff mais au final il est pire qu'avant, corruption est complètement useless maintenant alors que ça pouvait être très utile pour paralyser une PF par exemple.
Oui :/ Franchement, il aurait pu laisser la corruption sur les batiments. Franchement.

Je m'en servais pour contrer les canon rush protoss.
Citation :
Publié par Davinel
donc y aura bientot 75% des joueurs qui seront protoss ?

On va certainement voir aussi plus de BC.
M'étonnerait que des gens switch juste pour faire mumuse avec le phoenix.
Bon sinon c'est cool le nerf dps sentry, avec les immortals qui mettent 3 plombes à pop ça va être sympa à défendre les push marauders.
le patch note ===>

StarCraft II Beta - Patch 11 (version 0.13.0.15250)

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StarCraft II Beta – Patch 11 (version 0.13.0.15250)

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

Balance Changes


TERRAN
Battlecruiser
The build time has been decreased from 110 to 90.
Fusion Core
The build time has been decreased from 80 to 65.

Hellion

The range has been increased from 5 to 6.

Planetary Fortress
The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Raven
Seeker Missile range has been decreased from 9 to 6.
Seeker Missile splash radius has been decreased from 2.4 to 2.
Seeker Missile upgrade no longer requires Fusion Core.

Siege Tank
Life increased from 150 to 160.
Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Thor
Ground damage decreased from 45 to 30.
Ground rate of fire improved from 1.93 to 1.28.
Air damage changed from 8 (+4 Light) to 6 (+6 Light).
250mm Strike Cannons are now an upgrade at the Factory Tech Lab.
250mm Strike Cannons research now costs 150/150 and 110 seconds.
250mm Strike Cannons energy cost increased from 100 to 150.
Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


PROTOSS
Archon
The splash radius has been increased from 0.8 to 1.
Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Colossus
The damage has been decreased from 20 to 15.
The rate of fire has been improved from 2.2 to 1.65.

Phoenix
Can now attack while moving.
Sentry
The damage has been decreased from 8 to 6.


ZERG
Brood Lord
Life has been decreased from 275 to 225.
Armor has been decreased from 2 to 1.

Corruptor
Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
Corruptor speed increased from 2.75 to 2.9531
Corruption ability redesigned:
Single target.
Increases damage taken by 20%.
Lasts 30 seconds.
Costs 100 energy.
Range 6.
Cannot target structures.

Infestor
Neural Parasite is now an upgrade at the Infestation Pit.
Neural Parasite research costs 150/150 and 110 seconds.
Neural Parasite can now target Air units.
Neural Parasite energy cost increased from 50 to 100.

Spine Crawler
The root time has been increased from 6 to 12.

Spore Crawler
The root time has been increased from 6 to 12.
Ultralisk
Damage has been increased from 18 to 25.

je passe le passage sur le changement de hotkey and co
On dirait qu'ils essayent de rajouter "artificiellement" les particularités de SC1 - BW en changeant comme ça les Phoenix.

Sinon pour les terrans \o/ \o/ \o/ \o/ \o/ \o/

  • C'est enfin intéressant de sortir du BC avec la réduction du temps de construction, j'ai toujours voulu en mettre dans mon armée.
  • Hellion qui tire de plus loin, donc hit & run "amélioré"
  • Seeker missile qui était super ennuyeux à faire, maintenant on pourra s'en servir beaucoup plus vite. En TvT contre les tanks ... .
  • Thor: je suis mitigé.
    Vs Z, je trouve ça bien, c'est un peu (trop) l'unité ultime et utile en toutes circonstances, il suffisait de mettre la bonne unité en face pour faire un massacre ... (encore hier, vs Z qui est parti muta/corruptors/broodlords, mass marines + thors). Fini le massacre "facile" d'hydra/roaches.
    Vs Protoss, peut-être une unité qui devient intéressante à cause de la cadence de tir plus élevée?
En protoss, le colossus qui sera encore plus hardcore contre l'infanterie.

En Z, ils veulent faire quoi, obliger le joueur à faire deux hatcheries par base pour qu'il submerge totalement l'adversaire? Je trouve le bonus pour l'ultralisk sympa, mais cette unité prend encore trop cher vs T (marauders, banshees). Infestor, le nerf ... outch.

Je ne comprends pas un truc avec les joueurs Z par contre ... j'ai joué 2-3 fois en Z pour mes matchs de placement, j'ai vu à quelle vitesse un petit (20) groupe de speedlings 3/3 ou 2/3 peuvent détruire une base qui n'a pas de protection. Sur toutes mes parties vs Z, j'ai rarement vu d'upgrades armure/arme ...
Les explications de Blizzard sur le patch :

Citation :
Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.

Battlecruiser -The build time has been decreased from 110 to 90.

We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.

Hellion- The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.

Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core.

We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.

Siege Tank- Life increased from 150 to 160.

Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.

Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150.

The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.

The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines.

Archon- The splash radius has been increased from 0.8 to 1.

This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).

Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65.

The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.

Phoenix - Can now attack while moving.

This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.

Sentry- The damage has been decreased from 8 to 6.

We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.

Broodlord- Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1.

Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.

Corruptor- Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures.

All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.

Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100.

The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

Spine Crawler- The root time has been increased from 6 to 12.

At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”

Ultralisk- Damage has been increased from 18 to 25.
We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch.

What’s Next?

We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units.
Citation :
Publié par Davinel
http://forums.battle.net/thread.html...91969&sid=5000

Les explications de blizzard, apparemment le buff ultra ne serait pas suffisant, c'est les zergs qui vont être content

Sur TL certains clament que la vitesse des BC, carriers, templar et DT a été augmentée, à voir si ça se confirme.

edit: ok owned :s
Bah, l'ultra ... encore une fois, si on fait du thor avec la bonne unité en support, ça ne passe pas. ici le marauder.
Partie jouée sur scrap station, l'adversaire tente un mass muta, je sors du thor (8-10), rines (25-30) et marauders (8-10).

Il a switché sur mass ultra, là, j'ai du faire du hit & retreat pas trop loin de ma base: rines au front sur la rampe pour gêner les ultras, marauders derrière puis les thors, tout en produisant des marauders comme un fou. Les marauders qui sont très violent contre ultra: le bestiaux ne peut qu'attaquer au contact, concussion shell qui ralenti, le bonus inné de +10 contre armored, et les thors derrière qui s'en donnent à coeur joie.
Citation :
We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.
Donc c'est par exemple un nerf des mutas contre un groupe de thor ou groupe de bâtiments, par exemple, car il n'y aura pas de splash damage (tout sera absorbé par le thor/gros bâtiment qui prendra les dégats).

Puré ça c'est un gros changement quand même. Et pas seulement pour les mutalisks.
Citation :
Publié par Sargasurm ° Nohar
... Mon exemple page 13 était donc bien vu, tout en étant très mal vu étant donné que j'avais pris les Ultralisks en exemple
C'est clair, fallait prendre le thor comme exemple
Citation :
# Phoenix

* Can now attack while moving.
yesssssssssssssss
Je lisais un post sur TL cette aprem même à propos de ce problème
Espérons que ça se propage à d'autres units ( hi hellions )
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