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Thread: StarCraft II 0.3.0.14093 Patch Notes

  1. #41
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    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Roaches get +2 from the ranged attack upgrade!? Wow, people weren't kidding when they said there'd be undocumented changes.

    This is even more incentive to get the +1 ground missile attack upgrade as Zerg when transitioning to a Hydra/Roach build midgame. The +1 carapace only seems to matter in Ling vs Zealot fights, but that wouldn't be as important as the missile attack since you'd probably be getting Roaches instead of lings in the first place.

  2. #42

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by GRUNT View Post
    Roaches get +2 from the ranged attack upgrade!? Wow, people weren't kidding when they said there'd be undocumented changes.

    This is even more incentive to get the +1 ground missile attack upgrade as Zerg when transitioning to a Hydra/Roach build midgame. The +1 carapace only seems to matter in Ling vs Zealot fights, but that wouldn't be as important as the missile attack since you'd probably be getting Roaches instead of lings in the first place.
    Yeah, but that Change really doesn't make any sense at all. After all, people were whining about Roaches that they are too strong, good damage, durable etc. Why would they buff them in the first place?
    "Living for the Swarm!"

  3. #43

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Get rid of recall. It's been done before. The MShip is too slow to really use it effectively on offense. Let Protoss players focus on warp-in and the warp prism as their means of mass transit.

    They can come up with something better than that.

  4. #44

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    o High Templar
    + Phase Shift: This ability has been removed from the game.
    + New ability: Feedback - Drains all energy from the target unit and causes damage equal to the amount of energy drained.

    mmm... maybe Phase Shift wasn't too useful, but what's Feedback next to Psi Storm? Ok, you can deal a maximum 200 to 250 dmg to any unit that is an energy user, and keep it from using spells, if it has survived, however, for spellcasters, most of the time they're going to have middle amounts of energy, that means that Psi Storm is likely to deal around the same damage, if not more. So it's only useful to stop spellcasters that would survive one Psi Storm. This will completely make the Mothership just a big unit, however.

    o Mothership
    + Vortex: The energy cost of this ability has increased from 75 to 100.
    + Vortex: The target radius of this ability has decreased from 3.0 to 2.5.
    + Temporal Rift: This ability has been removed from the game.
    + Wormhole Transit: This ability has been removed from the game.
    + New ability: Mass Recall - Teleports all of the player's units in the target area to the Mothership.

    Uhhmm... Arbiter anyone?
    A pity about Wormhole Transit, isn't the unit too slow, or it has been made faster? Anyways, being unique it was an interesting spell to keep the unit alive.
    I actually thinked that the Protoss needed some way to move their already-produced units, in addition to using Warp Prisms in "ship mode". Protoss units are damn big, and very few of them fit per transport. It's very hard to do a mass drop as Toss, unless the transports cost jack. On the other hand, Gateway units can be warped-in, Colossus can climb cliffs, and already-produced Stalkers can Blink there, so there's to be seen if that really adds much.

    o Nexus
    + Chrono Boost can no longer target allies.

    That was too damn powerfull.

    * ZERG
    o Infestor
    + Neural Parasite: Functionality changed - The Infestor now channels this spell, which lasts 10 seconds or until the Infestor is destroyed. You can now target all units with this ability.

    Well, we now are going to see what the unit can do.
    + Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time.
    Wait... it was into the game already, or they just forgot to mention they added it?
    Last edited by Norfindel; 02-26-2010 at 08:40 AM.

  5. #45

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Wait... it was into the game already, or they just forgot to mention they added it?
    They added it to the game with this patch. I'm guessing they've been having patch notes out for alpha builds, though. So this is based off of when the Infestor had the ability.

    mmm... maybe Phase Shift wasn't too useful, but what's Feedback next to Psi Storm?
    Phase shift had a lot of potential. I think it was mostly that nobody even knew it was there. And it has the same problem as feedback: it's competing with Psi Storm. But the power that ability would have had against a few Thors, Immortals, Colossi, Ultralisks... Brood Lords... any spellcaster.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  6. #46

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by Aldrius View Post
    Phase shift had a lot of potential. I think it was mostly that nobody even knew it was there. And it has the same problem as feedback: it's competing with Psi Storm. But the power that ability would have had against a few Thors, Immortals, Colossi, Ultralisks... Brood Lords... any spellcaster.
    Well, Phase-shifting the big units would be really useful in a fight, but i don't know if it isn't better to soften them with Psi Storm. How much did the ability last? Could the units move while Phase-shifted?

  7. #47

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by Shadow Archon View Post
    Thats good with the Infestor, though is there any difference from Mass Recall for and Recall?(How many abilities have Motherships gone through now?)
    I can't call a channeled Neural Parasite "good".

    Quote Originally Posted by Aldrius View Post
    So I'm just curious. What do you guys like about Feedback being on the High Templar?
    I just know I hate such abilities. I thought Phase Shift was cooler. When you drain a spellcaster's energy to 0, assuming they even survive, they become useless for more than 8 seconds.

    Quote Originally Posted by Kaiser View Post
    The computer saying "gg" when it loses has been removed as well.
    How do you face the computer?
    Last edited by Kimera757; 02-26-2010 at 09:30 AM.
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  8. #48

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by Norfindel View Post
    Well, Phase-shifting the big units would be really useful in a fight, but i don't know if it isn't better to soften them with Psi Storm.
    Well, 80 damage to an Ultralisk or removing it from the fight for 8 seconds. I think both are potentially useful. Though theoretically phase shift isn't all that great against zerg.

    The one time I used it to moderately good effect was in a game where I was PvPing. I decided to go mass stalkers and my opponent went zealots/Immortals. I had blink, so my stalkers could handle the chargelots all right. But I also had a few High Templar. I think at the time I didn't have psi storm researched yet so I used phase shift on his immortals.

    I didn't win the fight, but that doesn't mean the strategy wasn't sound. I lost because I got outmacroed, I didn't have nearly enough stalkers (and I had the resources for them too). But I think I held out much longer against that army than I would have had the Immortals been able to join the fray. That'd work on colossi too pretty well. Or Carriers. Or Void Rays.

    So it's definitely at least useful in PvP. And I think there's some definite use for it in PvT as well. With Thors and Battlecruisers. That's pretty limited, but it's still a USE. And I don't think it prevented spellcasting, but if it did that'd be an even further use for the ability.

    How much did the ability last?
    8 seconds.

    Could the units move while Phase-shifted?
    I think so. But the preferred targets for the spell can't move very quickly anyway. I still don't know if it stopped spellcasting, though.

    How do you face the computer?
    Hit +AI in the 'create custom game' page.

    I can't call a channeled Neural Parasite "good".
    I haven't really had enough time to test it out yet. But thus far while it's definitely better than Terran infestation... it's... very... mediocre. The range on the Infestor's abilities is just too short or something. I don't think they should be able to cast while burrowed, but having such a short casting range AND being a ground-based spellcaster amongst a bunch of massable units that take up a HUGE amount of space makes it tricky to use.
    Last edited by Aldrius; 02-26-2010 at 09:48 AM.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  9. #49

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by DemolitionSquid View Post
    Fuck man. We ask to balance the OP Reapers and Roaches, and instead they nerf Toss. WTF!
    Indeed.
    Hey what's the meaning of this!
    Colossus
    * The building pathing radius for this unit has decreased from .75 to .5625.
    I wonder what the heck is going on with the poor Mothership. I mean this changes don't seem to improve but to go worse!

  10. #50

    Default Re: StarCraft II 0.3.0.14093 Patch Notes

    Quote Originally Posted by Josue View Post
    I wonder what the heck is going on with the poor Mothership. I mean this changes don't seem to improve but to go worse!
    That's kind of the idea. The Mothership was a bit too strong.

    Though I think CHANGING her like this was just silly.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

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