Originally Posted by
flak4321
My thoughts :) are:
1) general notes: a) The patch will come after the tournament
b) @Norfindel: I agree some Protoss upgrades/researches are agonizingly slow
2) Terran fixes:
a) The marauder nerf should be the loss of the concussive shells and -10 hp plus a small buff (+1) to the marauder's attack speed
b) Siege tank changes: i. hp +10, ii. both damages -5, iii. New Upgrade: Carnage class shells: 200/200 cost, 45 sec time, allows siege mode splash to damage air, increases splash radius +1, researched from Tech Lab, but requires Fusion Core and Armory
c) Thors only require Armory. Can be double produced w/ reactor. time increased by 25.
d) Viking: -1 range for +1 to 1.5 movement speed, -0.1 accleration
3) 3 Zerg changes:
a) Roach: +1 start range, -20 hp
b) Infestor mods: i. Infested Terran energy increased so that each infestor can launch only 2 at a time, ii. Infestor pop usage increased to 4 or even 6 control.
c) Spawn larvae overhaul: Spell will require a minimum of 2 hatches built to cast as it will now spawn larvae on 2 hatches at once.
d) ling: i. build time increased by +5, ii. ling movement speed to require Lair
4) Protoss changes:
a) Chrono boost duration doubled, cost to 30-35 energy, speed increase up by 25%
b) Gateways/Warpgates can no longer be boosted after construction completes.
c) Warpgate i. upgrade cost upped to 100/100, ii. cooldown increased to 45, iii. unit warp-in time increased by 3 seconds
d) Zealot: i. charge research time reduced from 140 to 115
ii. build time increased by 5 seconds
e) Mothership no longer requires direct resources to build because it transforms literally from a nexus. Player will lose a nexus to create a mother ship. Vortex range increased to envelop everything on screen (about 10)
f) Phoenix damage +1, hp +50
g) Carrier gains second capacity upgrade so it can carry 12 Interceptors
h) Immortal gets a +1 range buff
5) Battlecruiser note: I think this is balanced pretty nicely betweeen corruptors, void rays, and bcs.
Thoughts?