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Thread: Patch 1.1.2 Notes

  1. #121

    Default Re: Patch 1.1.2 Notes

    Quote Originally Posted by imdrunkontea View Post
    seeker missile is actually insanely good - it's like instant-psi storm (albeit harder to get and less splash). I used it recently in a TvT when I was at a severe economic disadvantage. The other T used MMM + tank, which got r@ped hard by a few seeker missiles, allowing my smaller force to go in a clean up. He counter by going vikings/BC, but I massed my own vikings and used the ravens for PDD and eventually won.

    in the replay afterwards, my opponent had lost roughly 3x the resource amount of units as I did.
    I would really like to see mana cost reduced to 100. I know, it has potential, and chasing ability against slow units is really good, but after that, in case raven has full mana, it can cast only 1 turret. Sure, it's better than nothing, just as Todie mentioned, ravens are really gas heavy + seeker missile research. Ability itself is really cool, I like it a lot, I just think that it needs small buff, maybe casting range increase, mana cost reduction. Because raven almost needs to suicide to cast the seeker missile.
    Well, that's just my opinion.

  2. #122

    Default Re: Patch 1.1.2 Notes

    Someone may have already pointed this out, but I can't really be bothered to look through 12 pages, so...

    Anyone notice the Void Ray's attack speed is now 0.6? Until this patch it was 1.0. Doesn't this actually improve the Void Ray's damage output significantly (except when fully charged vs. units with 2 or more armor)?

  3. #123

    Default Re: Patch 1.1.2 Notes

    aer you sure it was 1.0 before? im not.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  4. #124

    Default Re: Patch 1.1.2 Notes

    Gah...apparently it was an unlisted change way back in Patch 1.1:
    http://starcraft.wikia.com/index.php...action=history

    Pfft...

  5. #125

    Default Re: Patch 1.1.2 Notes

    Gah...apparently it was an unlisted change way back in Patch 1.1:
    So what you're saying is that VRs got a 40% damage buff back in 1.1, but nobody noticed except the low-skill crowd, because they're the ones who use VRs for something besides base raiding. Before skilled players could take advantage of the obvious brokenness of a 40% buff, it was patch-fixed to be better than the 1.0 version (more low-end damage overall), but not as bad as the 1.1 version.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

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  6. #126
    DesertRose's Avatar Junior Member
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    Default Re: Patch 1.1.2 Notes

    Quote Originally Posted by ROFLbanshee View Post
    Gah...apparently it was an unlisted change way back in Patch 1.1:
    http://starcraft.wikia.com/index.php...action=history
    Void Rays always had a cooldown of 0.6; keep in mind that any user, no matter how uninformed, can edit a wiki.
    --<-{(@

  7. #127

    Default Re: Patch 1.1.2 Notes

    Yea, I am fairly certain people would notice if VR's had double their old damage. I think a lot of people just assumed it was 1.0 because I think thats what the sentry has, and they both use a solid beam attack.

    Your source for sound, logical and reasonable responses.


  8. #128

    Default Re: Patch 1.1.2 Notes

    Quote Originally Posted by Todie View Post
    thats a bit of an oversimplification. theres clearly a limit to how much less effective its reasonable for BC's to be vs high armor targets. i'd definately say going below 8 base damage is pushing it.

    this reminds me: in stalker vs BC, sentry support is now pretty damn important, as guaridanshield will drop damage taken from 8 to 6. (have it your way and this would be 6 to 4 witch would probably be weak enough for noone to "ever" go BC vs P.
    Still, the Carrier had always had that kind of attack, and yes, they're a lot less effective against heavily armored units. That's why buildings always had 0 Armor, so that all kind of units can be effective against them. Anyways, there aren't that many units with lots of Armor.

  9. #129

    Default Re: Patch 1.1.2 Notes

    pretty much all buildings have 1 base armor. Carrier functions differently in that they can aquire targets from logenr range and be moving away from danger meanwhile. they're also compensated for their lower base damage with generally higher firepower.

    .. in theory, Guardian shield amkes even more sense vs carrier than vs BC, but the range thing matters in a big way here; vs carriers you'd want to blink up under themas ap to focus fire; sentries would take precious seconds to get into position to cover stalkers with GS.

    .. it can be similar vs BC, but i would think BC's lower range makes it actually plausible to engage head on with GS cover (and like, save the blink for defensive purposes or blink forward to pick off retreating BC's)

    .. we're getting deep into theorycraft-land but im sure you know what i mean.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  10. #130

    Default Re: Patch 1.1.2 Notes

    Quote Originally Posted by Todie View Post
    pretty much all buildings have 1 base armor. Carrier functions differently in that they can aquire targets from logenr range and be moving away from danger meanwhile. they're also compensated for their lower base damage with generally higher firepower.
    You're right. I don't know where i got that 0. Must have been stuck in my mind from some archaic age. It's still low armor, however.

    Quote Originally Posted by Todie View Post
    .. in theory, Guardian shield amkes even more sense vs carrier than vs BC, but the range thing matters in a big way here; vs carriers you'd want to blink up under themas ap to focus fire; sentries would take precious seconds to get into position to cover stalkers with GS.

    .. it can be similar vs BC, but i would think BC's lower range makes it actually plausible to engage head on with GS cover (and like, save the blink for defensive purposes or blink forward to pick off retreating BC's)

    .. we're getting deep into theorycraft-land but im sure you know what i mean.
    In any case, it's better to target the Sentries first.

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