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I wish there were a "coach mode". I'm great a critiquing a strategy but if SC1 were any indication, I'm going to suck at actually executing anything. I was just watching a replay where it was terran vs protoss. The terran pumped out like 5 marines and 10 marauders. The protosss had 10 zealots and 2 stalkers and 2 sentries. I'm guessing at the numbers here but their economies were roughly equivalent so assume that ratio of troops with the same resources spent. Anyway, the terran initiated combat and the protoss player really smartly trapped up some of the terran units between two force fields so he couldn't juggle/escape with his units. The protoss player lost all of his stalkers because of the overwhelming advantage of marauders (they chew up armored units which stalkers are) but the zealots tore up the marauders. I'm sitting there thinking, okay now the terran has to pump out reapers because they do +damage to light units (zealots, marines, zerglings.) He has the infrastructure to do it (3 barracks are up) but instead he just tries to futilely make more marauders. He has a few by the time the protoss arrive but predictably the zealots tear through them again.
Now, dispassionately watching a replay isn't quite the same as having to juggle offense, defense and base management, I know. :)
Most of replays I've watched have boiled down to player A making more rocks than player B made paper. Like above, someone decided okay, I'm going to mass unit X and hope that my opponent hasn't decided to mass unit X's counter. They meet outside of someone's base, one army beats the other and that's the game. 8 minutes of base management for 2 minutes of combat. It seems you're really kind of punished for building a balanced force. If I came at you with 20 zealots and you came at me with an equivalent economy of marines, marauders, reapers and hellions, you'll probably lose because while the reapers and hellions would tear up a few zealots, there would only be a few of them which I guess is why everybody masses unit X and hopes for the best.
There's no point to this post other than to say I'd like to be in the beta now please. :/
Thread Truncated. Click to see all 93 replies.
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
BALANCE CHANGES
TERRAN
Viking
The armor value for this unit in Fighter Mode has decreased from 1 to 0.
The damage done by this unit in Fighter Mode has changed from 6 (+8 armored) to 10 (+4 armored).
Reaper
The damage done from D-8 Charges has decreased from 40 to 30.
The delay between attacks for D-8 Charges has decreased from 2.5 to 1.8.
Orbital Command
The build time for this upgrade has decreased from 50 to 35.
PROTOSS
Observer
Gravitic Boosters: The cost of this research has decreased from 150 minerals and 150 vespene gas to 100 minerals and 100 vespene gas.
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.
Colossus
The building pathing radius for this unit has decreased from .75 to .5625.
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.
Nexus
Chrono Boost can no longer target allies.
Gateway
The build time of this building has increased from 50 to 65.
ZERG
Infestor
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.
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.
Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time.
BUG FIXES
Addressed an issue causing people to receive an “Internal Battle.net Error†message with their game client.
Muting your microphone will no longer cause your microphone to be turned off in the operating system once the program has exited.
Please note that the voice chat functionality has only partially been implemented. There are many known issues with voice chat that we expect to address in a future patch.
The “Medium†graphical settings were reconfigured to work better on appropriate machines. The video settings “auto-detect†functionality has been reset as a result.
Added a frame rate limiter to the game menus to prevent some graphics cards from running at higher frame rates than necessary.
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