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Unread Fri, 15th-Oct-2010, 3:12 AM BnetId: RailGuN.803  Race: Location: Singapore  Total Posts Made: 89 # 1
DFM
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1.1.2 Patch Notes & Discussion

http://us.starcraft2.com/launcher/patch-notes.htm

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StarCraft II: Wings of Liberty – Patch 1.1.2

General

* Players will no longer receive achievement toasts while their status is set to "Busy."
* The messaging when attempting to load a saved game or replay from a previous version has been clarified
* Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.



Balance

* PROTOSS
o Buildings
+ Nexus life and shields increased from 750/750 to 1000/1000.
o Void Ray
+ Damage level 1 increased from 5 to 6 (+4 armored).
+ Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
+ Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

* TERRAN
o Buildings
+ Barracks requirement changed from Command Center to Supply Depot.
+ Supply Depot life increased from 350 to 400.
o Medivac
+ Acceleration reduced from 2.315 to 2.25.
+ Speed reduced from 2.75 to 2.5.
o Reaper
+ Nitro Packs speed upgrade now has a Factory Requirement.
o Thor
+ Energy bar removed.
+ 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

* ZERG
o Buildings
+ Hatchery life increased from 1250 to 1500.
+ Lair life increased from 1800 to 2000.
+ Spawning Pool life increased from 750 to 1000.
+ Spire life increased from 600 to 850.
+ Ultralisk Cavern life increased from 600 to 850.
o Corruptor
+ Energy bar removed.
+ Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
o Infestor
+ Fungal Growth now prevents Blink.
o Roach
+ Range increased from 3 to 4.



Bug Fixes

* Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
* Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
* Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
* Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
* Fixed a desync that could occur on user-created maps with custom mod dependencies.



StarCraft II: Wings of Liberty – Patch 1.1.1

Bug Fixes

* Fixed an issue where Ultralisk cleave range was being unintentionally extended by larger targets.
* Fixed an issue where the Phoenix's Graviton Beam was automatically canceled if you used it just after the Phoenix reached 50 energy.
* Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering.
* Fixed an issue where players watching older replays or saved games would experience stuttering.
* Fixed an issue where some Mac users were unable to join games properly.


Lol hope no one posts this at the same time on this forum xD
Reapers nerfed to hell, probably will only be used to scout now? Can't see them being used like they were before since rax needs depot and speed needs a factory, and coupled with the roach range increase I don't think they'll be able to do much anyway.
Not too sure about the voidray "nerf", seems like they're much, much better right off the bat but are considerably weaker after charge. Seems like they'll be able to kill capital ships better now.... hmm....Speed nerf might be a bit overkill, should have at least made it a bit cheaper >.<
But definitely don't like not being able to feedback thors and corruptors. Especially corruptor considering how fast zergs can get them if they already have a spire up, feels like colossus will be much more vulnerable against zerg? But I guess not that many people were adding templar to deal with the corruptors when going stalker/colossus anyway.
Building hp increase is nice but I'm not all too sure it'll make a difference. Probably will make it slightly easier to FE PvT now (in certain situations at least), but late game it seems terran will just have to drop a few more marauders lol.
Also maybe the thors will just replace the late game marauder drops since they can use their ability as soon as it it reasearched, and i'm guessing more people will be going thors TvP now, since they can't get feedbacked any more.
IMO, as much as I hate proxy reaper/marauder cheese, removing terran cheese altoghter is not the right thing to do o.O Will hurt tournament play quite a bit I think. (unless i'm wrong and terran can still cheese somehow.... even if they have to build a depot first....)
I guess medivac speed nerf is the only thing I think is good xP

I think roach range increase will have the most impact on the game as roaches now can shut down hellion harass pretty effectively I'd imagine, they do better in large numbers now and protoss FE against Zerg doesn't look viable anymore as you can place cannons out of range of the roaches anymore.

Discuss ^^

On another note, I hope we Immortals get a range upgrade sometime in the future as they're pretty bad late game, considering their move speed and range .....>.<

Last edited by DFM; Fri, 15th-Oct-2010 at 3:59 AM.
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Unread Fri, 15th-Oct-2010, 7:32 AM Location: Singapore  Total Posts Made: 31 # 2
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I wish i used thors more now that they're god-mode in all matchups XD
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Unread Fri, 15th-Oct-2010, 10:02 AM BnetId: Shinta.799  Race: Location: San Antonio, Mexico  Total Posts Made: 26 # 3
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Why do I find that every single patch that they make completely ignores what Blizzard needs to be patching. These are horrible and make no long distance changes to the game....
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Unread Fri, 15th-Oct-2010, 10:29 AM Who's Who:   BnetId: aLtOxygeN.576  Race: Total Posts Made: 127 # 4
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The void ray nerf was okay, if not pretty negligent. nobody gets the flux veins, at least barely till really late, where marines will do the job well, its the early game proxy that is nonsense, and it does not really change much. minus 1 damage when charged? hmm. doesn't make a whole bunch of difference imo.

The terran nerfs was okay, obviously blizzard was aiming at killing morrow's build, so the only time we'll see reapers is when? TvP? 2 marine 1 maruder 1 reaper push? lmao. just take it out of the game. not that i really care i don't use much of those anyway.

Thors buff was interesting yet essentially useless. The only thing I see is vsing feedback. does it increase the usefulness of that skill? No. it still takes insane amount of time to upgrade, and also very expensive. But the no-energy part makes it really interesting, as I have been playing around with thors, and the mana limitation makes it useless to upgrade that spell. 150? cast once, wait 120s and cast again. waste of gas upgrading.

Essentially, with a 50s cooldown, it is quite funny, because the 50s cd basically means 2 things. 1) your army rolls over theirs and u stun those running away, or 2) you do medivac drops to recycle the CD. and with slower medivacs.. wow. Terran is going to be more interesting to play.

Zerg buffs was alright, hp on buildings was okay, but roach range.. it makes impossible kiting from hellions, and good luck to those toss who go forge FE.

Essentially, if they want to keep nerfing terran's harass ability, please stop zerg's macro ability. you are limiting terran openings to hellions. Still, I like every patch, cause it feels different, i'll be looking to see what this patch has in store!
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Unread Fri, 15th-Oct-2010, 10:39 AM BnetId: RailGuN.803  Race: Location: Singapore  Total Posts Made: 89 # 5
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Quote:
Originally Posted by OxygeN View Post
The void ray nerf was okay, if not pretty negligent. nobody gets the flux veins, at least barely till really late, where marines will do the job well, its the early game proxy that is nonsense, and it does not really change much. minus 1 damage when charged? hmm. doesn't make a whole bunch of difference imo.
It's actually -9 dmg when charged.
Uncharged damage: 5 ---> 6 (+4 vs armored)
Charged damage: 10 (+15 vs armored) ---> 8(+8 vs armored)
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Unread Sat, 16th-Oct-2010, 2:20 PM Who's Who:   BnetId: aLtOxygeN.576  Race: Total Posts Made: 127 # 6
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Quote:
Originally Posted by DFM View Post
It's actually -9 dmg when charged.
Uncharged damage: 5 ---> 6 (+4 vs armored)
Charged damage: 10 (+15 vs armored) ---> 8(+8 vs armored)
sorry, i meant towards light units, and from 10 to 8 is actually 2 damage, not 1, my bad. :/ armored damage was never a problem imo!
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Unread Fri, 15th-Oct-2010, 2:13 PM Who's Who:   BnetId: TAEdgE.100  Race: Clan: TA  Location: Adelaide, Australia  Total Posts Made: 956 # 7
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Quote:
Originally Posted by OxygeN View Post
The void ray nerf was okay, if not pretty negligent. nobody gets the flux veins, at least barely till really late, where marines will do the job well, its the early game proxy that is nonsense, and it does not really change much. minus 1 damage when charged? hmm. doesn't make a whole bunch of difference imo.

The terran nerfs was okay, obviously blizzard was aiming at killing morrow's build, so the only time we'll see reapers is when? TvP? 2 marine 1 maruder 1 reaper push? lmao. just take it out of the game. not that i really care i don't use much of those anyway.

Thors buff was interesting yet essentially useless. The only thing I see is vsing feedback. does it increase the usefulness of that skill? No. it still takes insane amount of time to upgrade, and also very expensive. But the no-energy part makes it really interesting, as I have been playing around with thors, and the mana limitation makes it useless to upgrade that spell. 150? cast once, wait 120s and cast again. waste of gas upgrading.

Essentially, with a 50s cooldown, it is quite funny, because the 50s cd basically means 2 things. 1) your army rolls over theirs and u stun those running away, or 2) you do medivac drops to recycle the CD. and with slower medivacs.. wow. Terran is going to be more interesting to play.

Zerg buffs was alright, hp on buildings was okay, but roach range.. it makes impossible kiting from hellions, and good luck to those toss who go forge FE.

Essentially, if they want to keep nerfing terran's harass ability, please stop zerg's macro ability. you are limiting terran openings to hellions. Still, I like every patch, cause it feels different, i'll be looking to see what this patch has in store!
I agree with nearly all points, but i don't think blizzard had 'roaches have to be on creep or get a lateish lair tech upgrade just so they can't be kited by a unit they are ment to counter' in mind.
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Unread Fri, 15th-Oct-2010, 11:09 AM BnetId: GGakky.680  Race: Location: Adelaide, SA  Total Posts Made: 30 # 8
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I was born and raised on the econ. opener as T so rax before supply isn't really my thing, but I'm totally against the change. So Z can still 6pool on maps like SoW but T need to now get a supply up before he can start his rax? Fail blizz, fail......
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Unread Fri, 15th-Oct-2010, 11:12 AM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 9
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roach range stupidest patch change of all time omg
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Unread Fri, 15th-Oct-2010, 11:25 AM BnetId: RailGuN.803  Race: Location: Singapore  Total Posts Made: 89 # 10
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Yeah roach range is really stupid. Going from 3 to 4 is huge omg, almost like colossus upgrade. Even if you place cannons right behind the gateway/forge roaches can still attack from a safe distance -.-
Also burrowed roaches were kinda annoying before, now they'll really good since it's much easier to get into a position where all can attack.
Haven't had the chance to play though, might just might a lot of qqing and theorycrafting...
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Unread Fri, 15th-Oct-2010, 5:33 PM Who's Who:   BnetId: aLtkeLLy.722  Race: Location: Hatchery  Total Posts Made: 264 # 11
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Infestor
Fungal Growth now prevents Blink. << YAY
Roach
Range increased from 3 to 4. << YAY

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Unread Sun, 17th-Oct-2010, 3:26 PM BnetId: pkyz.132  Race: Location: Singapore  Total Posts Made: 5 # 12
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imo roach range is too much of a buff. maybe lessen the range from 4 to 3.5 or so. and supply depot before rax is just.. stupid. blizzard might as well remove reapers from the game.
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Unread Sun, 17th-Oct-2010, 7:02 PM BnetId: RailGuN.803  Race: Location: Singapore  Total Posts Made: 89 # 13
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Played against some zerg that thought it'd be a good idea to 1 base roach (but then again it was on delta quadrant... ) and I just 4-gated him to death lol But roaches definitely feel harder to deal with.

Reaper still seem to be ok.... we probably won't see 5 rax reapers anymore but it seems like "early" reaper can still be used, at least judging by MLG DC.
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Unread Mon, 18th-Oct-2010, 3:53 AM Total Posts Made: 7 # 14
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Talking about the patch, IMO if you want to nerf reaper. don't tie the essential speed upgrade to the factory. You are penalizing a fragile unit that is already so expensive in terms of gas!

Supply before rax is also a bad change..if you want to do that, why not force zerg to have 2nd OL before building pool?. I cant believe blizzard make this STUPID change. For those who know what i am talking about..to defend insane early rushes..building rax before supply is really critical to get yr 1st unit out early. You are already penalising your own economy if you do this..so why take away this option???

So what is the alternative? Increase build time for reapers and increase research costs for speed maybe to 75m/75gas. Like this can liao..if you want to take reapers out of the early rush game..might as well take out the unit. Your humble marine or tough marauder early push will be 10x better than the crappy reaper.

Last edited by dtarchon; Mon, 18th-Oct-2010 at 3:55 AM.
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