BlizzCon Panel – Starcraft 2 Update

With BlizzCon focusing its attention on new releases such as Heroes of the Storm and the Diablo + WoW expansions, Starcraft 2 got the least of the spotlight this year. There has also been no word on the next expansion, Legacy of the Void, from Blizzard. However, that does not mean we won’t be seeing major updates to game’s content and gameplay. GearvOsh and I were fortunate to attend this years BlizzCon, as this would be both of ours 6th year in a row. There wasn’t much news coverage this year from either of us for two reasons: 1) Most the panels and information can already be streamed and broadcasted through the virtual ticket 2) There was hardly any Starcraft 2 related news. Regardless, Sc2armory is abled and bodied to bring you the juiciest information regarding Starcraft 2 news.

Features & Patches


-Clan and Group Event Calendar
-Custom Clan Decals
-Extension Mods
-Level Cap Increase and New Rewards
-No More AFK Game Hosts
-Classic StarCraft Music in StarCraft II
-Warcraft III Orc Heroes
-Starter Edition Additions

Multiplayer Gameplay & Balance


Blizzard is constantly checking in on 1v1 balance and currently finding that matchup balance is looking pretty solid at the very highest levels of play, as well as across all skill levels, and even among major tournament winners.

Seriously, this is nearly perfect results in terms of balance for all three races. Despite the constant changes in strategy and metagame, balance as of now has reached its equilibrium. With the success of the WCS 2013, Blizzard is looking ahead for 2014 and the future of eSports. For more information, watch the full panel from BlizzCon or following the link.

Source: Battle.net

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Balance Update Nov. 11th, 2013

Nov 15th 2013, 12:47:18 Quote by Hyperion

was the siege tank buff really needed? O.O its going to be really good now. increased attack speed will just pwn large battles.

If instead of Siege-Tank you typed Oracle, I’d agree so.. This way just not sure whether you just trolling or not..

Anyway here’s my thoughts about this all:

1 – The siege-tank buff couldn’t be greater cause of possible 2 things: 1 being TvT, might make Bio less usable and make the matchup only mech vs mech battles.. and 2 – being the Swarm-Host play.. Around same amount of Tanks would do well vs same amount of SHosts.. Now it might be even better, it evens out the “domination-areas” even a bit more, which I like.. Not sure if Tanks would be indeed too strong if they were bufffed even a bit more.. Say like 2.5 sec recharge time or sth

2 – The WM nerf was/seemed needed.. Cause of ZvT.. Indeed Zergs seemed to have figured out things and how to approach, still don’t like how the WM works overall.. it’s a too-much-splash at once type of unit and after that too long to recharge.. That being the case – it’s either anti-zerg intended, or it’s anti-bio.. Another reason why I like the WM splash nerf is because of placing them in the worker line seemed to create situations of some “lucky shots”.. And even on the center of the map, but there’s also a very big downside to that move – the mine would need a buff to compensate, but they didn’t do that..

3 – IMO – in order to make mech work the key is to how the WM works.. Tanks, Thors, and Hellbats (and Vikings) seem to do their part of the job, the only mech unit that fails in the mech play ATM is the WM IMO.. Here’s a further explanation to why I think as so though:

For ANY UNIT I think ppl would agree on the following statement overall: –> Faster fire-rate makes a unit good vs Mech and Protoss, whilest splash damage makes a unit good vs Zerg and Bio.. Blizzard didn’t experiment with the WM at all.. It was a too-slow-recharge massive-splash unit which is indeed making it intended vs Zerg from the get-go..

Now ATM the unit is almost no good vs anything (except maybe putting one per mineral line defensive to “snipe” incoming Oracles.. :P)

4 – DK seems to like “action at all costs” (or at least almost at all costs as much as possible), therefore the Oracle buff (like as if – wouldn’t it be cool – type of mindset or sth was driving that).. And that’s an attitude that I really dislike.. It’s good mindset to start things with, to make a great game.. Like – that’s how you set the “pitch”.. It needs another different mindset to make it balanced though, in balance you work with “volume” as opposed to more pitch changes..

Now they say they wanna make mech be viable before the start of the next WCS season (not cause of the sake of mech TBH, but rather make anything else being viable from Terran other than Marines IMO).. I like that, and I like that they want to “observe” the swarm-host, however these last few “moves” made me wonder if DK has the proper mindset ATM to achieve that.. He seems to be driven from the “viewership” and “breath-taking” moves, rather than fix the meta and give all races good “transition”, or at least decent options.. I seriously doubt that they’d fix things rather than make them different.. Or at least make them “feel” different with that “wouldn’t it be cool” attitude IMO..

5 – It remains to see.. There are a lot of ways to fix things (which I could write a length of just as much as I did in this post in ideas/suggestions) and make them more versatile and therefore more viable.. Terran race IMO feels far too much “specialized” with each of the units other than Marine, or MM to say so.. IDK if DK and the team are willing to take the risk to make some of the other units more versatile as opposed to more specialized though.. Something tells me the answer of the last question is NO

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Replay Feature Update

Yes Chimp, I agree. STEBO YOU TOOK WAY TOO LONG TO POST THIS. Jokes aside, this is something I’ve been waiting for a long time.

bout time blizzard implemented this. this should be incredibly useful for casters to review replays inbetween matches. they should add a feature that allows you to bookmark a selected time during the replay, so you can bounce back to that spot at any point during the replay.

View full post on Starcraft 2 Armory

Beta Balance Update #12

We will be bringing the beta down this afternoon to make the balance changes listed below. Thanks again for all the great feedback you’ve provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!

Terran

Reaper
-Health increased from 50 to 60.

Protoss

Void Ray
-Supply cost increased from 3 to 4.
-Activating the Prismatic Alignment ability now causes a timer to display over the Void Ray for the duration of the effect.

Zerg

Hatchery
-The Evolve Burrow upgrade requirement has been moved to the Hatchery.

View full post on Starcraft 2 Armory

BETA BALANCE UPDATE #9 – DECEMBER 12, 2012

Hey everyone,

We will be bringing the beta down this afternoon to make the following balance changes. Thanks again for all the great feedback you’ve provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!

Terran

Medivac
Caduceus Reactor
The Medivac’s healing beam now changes color once the Caduceus Reactor upgrade is complete.

Widow Mine
Unburrowed Widow Mine attack priority decreased to 19, down from 20.
Burrowed Widow Mine attack priority remains unchanged.

Armory
Vehicle and Ship Weapon upgrades are once again separate.
Vehicle and Ship Plating upgrades are still combined.

Protoss

Oracle
Pulsar Beam
Pulsar Beam activation now costs 25 energy.
While active, Pulsar Beam now drains 2 energy per second, down from 4.

Tempest
Kinetic Overload weapon damage vs. Massive increased from 30 to 50.

Dark Shrine
Dark shrine cost increased from 100/100 to 150/150.

Zerg

Mutalisk
New passive ability: Mutalisk Regeneration
Mutalisk health regeneration rate increased from .2734 to 1.

View full post on Starcraft 2 Armory

BETA BALANCE UPDATE #8 – DECEMBER 5, 2012

To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.

Terran

Medivac
New ability: Emergency Thrusters
Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.

The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab:
Health restored per second from 9 to 15.
Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.
Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds.

Reaper
Base speed increased from 2.95 to 3.375
Upgraded speed increased from 3.84 to 4.25.

Widow Mine
No longer hits cloaked units.
New upgrade: Drilling Claws
Decreases burrow time from 3 to 1 second.
Requires Tech Lab and Armory. Costs 150/150, 110 second research time.

Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.

Raven
Seeker Missile has been redesigned:
Can now fire from 10 range.
Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage.
Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.

Hellbat
Splash damage radius increased from 90 to 110.

Armory
The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.

Protoss

Mothership
Recall now functions as it does with the Mothership Core.
Vortex now kills a single target.
Vortex does not affect massive units.

Mothership Core is no longer massive.

Oracle
Pulsar Beam
Now called “Activate Pulsar Beam” and “Deactivate Pulsar Beam”.
When activated, the Oracle’s Pulsar Beam is enabled.
Weapon deals 15+10 light.
Weapon period changed to 0.86, down from 1.
Weapon range reduced to 4.
Energy drain is now 4 per second.

Build time increased to 50, up from 35.

Phoenix
Range increased from 4 to 5. Upgrade still grants +2 range.

Dark Shrine cost is now 100/100, down from 100/250.
Tempest
Now requires Fleet Beacon.
Attacks with two weapons. The primary weapon, Kinetic Overload, hits air units and remains unchanged. The secondary weapon, Resonance Coil, hits ground units, and does not deal bonus damage to massive units.
Build time is now 60, down from 75.

Void Ray
Prismatic Beam:
No longer charges up.
Weapon period decreased from 0.6 to 0.5.
No longer does passive +massive damage.

Prismatic Alignment (new ability) increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Zerg

Hydralisk speed upgrade now requires Lair tech.
Mutalisk
Speed increased from 3.75 to 4. Acceleration stays at 3.5.

Swarm Host health increased from 120 to 160.
Infestor
Fungal Growth:
Is now a projectile.
Speed of the projectile is 10.
Range down to 8.

Infested Terrans no longer gain weapon and armor upgrades.
Infested Terran egg health down to 70.

Ultralisk
Burrow Charge has been removed.
Damage changed from 15+20 armored to 35 flat damage.

Viper health increased from 120 to 150.

View full post on Starcraft 2 Armory

WoL Balance Update — December 4, 2012

While we agree that Infestors are being used too abundantly in many games, we are aiming to address this concern carefully to ensure that we don’t completely discourage the use of Infestors.

Generally speaking, we want to slightly reduce Fungal Growth in all three matchups, and we feel reducing the casting range would help us achieve this goal. Additionally, we anticipate that the reduction in health for Infested Terran eggs will be most noticeable in the PvZ matchup when Psi Storm is used, and feel that the Raven change helps Terran players in late game TvZ scenarios and has the potential to introduce new Terran late game strategies.

On December 4, after a brief maintenance period in each region, the following balance changes will take effect globally:

Terran
+ Raven seeker missile upgrade removed.

Zerg
+ Infested Terran eggs health down from 100 to 70
+ Fungal Growth range down from 9 to 8

Again, to be clear, these changes will take effect after a short maintenance in each region is complete, and neither a patch nor any other special action will be required to experience them in-game.

Our plan is to apply this balance update and monitor the effects of these changes. The extensive testing and quality of feedback we’ve received on the last two balance maps have allowed us to make this call, however, please keep in mind that our goal with this patch is not to make sudden changes which could have a major impact on play, but to nudge balance in the right direction. With Heart of the Swarm launching in March, we will have more time to address balance concerns further if necessary.

Thank you for helping us playtest and sharing your feedback on the last two balance maps.

View full post on Starcraft 2 Armory

Heart of the Swarm Balance Update #3-7(call to action

Source: http://us.battle.net/sc2/en/forum/topic/6863526811
David Kims thoughts on balance

Protoss

Mothership Core
When Purify is cast on a player’s Nexus, it now also grants detection to 13 range.
Energize has been removed.

Oracle
The cost of Entomb has been lowered from 100 to 75, while the duration has been increased from 50 to 60 seconds.
Revelation has been changed to the following:
This ability will now also work on buildings, granting 3 vision around every unit it hits.
The duration has been increased from 45 seconds to 60 seconds, and the cost has been increased from 50 to 75.
This ability will no longer grant detection.
This ability will not affect cloaked targets, even if you have detection of them at the time.
The button arrangement for this unit has been adjusted to list Void Siphon first and Entomb last.

Tempest
This unit’s native bonus damage to massive units has been removed.
This unit no longer requires a Fleet Beacon.
We have added a new weapon upgrade called Quantic Reactor at the Fleet Beacon which will grant Tempest attacks +35 damage to massive units.
Quantic Reactor costs 200/200.
The cost of this unit has been changed from 300/300 to 300/200.
The supply cost for this unit has changed from 6 to 4.
The scale of this unit has been lowered from 1 to 0.9.

Sentry
Hallucination no longer requires research.

Zerg

Viper
Viper acceleration has been increased from 2.125 to 3.
The radius of Blinding Cloud has increased from 1.5 to 2.

Spore Crawler
This unit no longer requires an Evolution Chamber.

Terran

Widow Mine
The setup time for this unit has been increased from 2 seconds to 3 seconds.

Battle Hellion
This unit has been renamed to “Hellbat.”

View full post on Starcraft 2 Armory

Heart of the Swarm Balance Update #3-7

Sep 20th, 12:22
:


6/0

Balance update #7
Source: Balance update
David kims thoughts

Protoss

Oracle

The Phase Shield and Entomb abilities have been removed.

This unit has a new ability called Pulsar Beam.

The Oracle channels a beam at an enemy structure that deals 25 damage every second.

2 mana is drained per second from the Oracle while this ability is channeled.

This ability has a range of 5.

This unit has a new ability called Time Warp.

The Oracle creates a temporal field that slows all ground units’ movement speed within a 3.5 radius by 50%.

This ability costs 75 energy to cast

This ability can be cast from 9 range.

Oracle build time has decreased from 60 to 35 seconds.

Tempest

Damage has been increased from 25 to 30.

The +massive damage bonus no longer requires an upgrade at the Fleet Beacon.

+Massive damage has been decreased from 35 to 30.

Mothership Core

This unit has a new ability called Envision.

This ability grants the Mothership Core detection for 30 seconds.

This ability costs 50 energy to cast.

This ability grants detection within the Mothership Core’s sight range (14).

The Purify ability no longer grants detection to the Nexus.

The Purify ability has been renamed to “Photon Overcharge”.

Zerg

Ultralisk

The speed of Burrow Charge has been increased from 2.25 to 3.75.

Viper

The duration of Blinding Cloud has been increased from 10 to 14 seconds.

Spine Crawler

This unit now completely blocks pathing when placed next to other structures, including other Spine Crawlers.

Zerglings and other small units can no longer squeeze in between Spine Crawlers.

The scale of this unit has been increased from 0.85 to 0.95.

Terran

Hellion

Transformation to Hellbat no longer requires an upgrade and is enabled once an Armory is built.

Balance update #6

Source: http://us.battle.net/sc2/en/forum/topic/6863526811
David Kims thoughts on balance

Protoss

Mothership Core

When Purify is cast on a player’s Nexus, it now also grants detection to 13 range.

Energize has been removed.

Oracle

The cost of Entomb has been lowered from 100 to 75, while the duration has been increased from 50 to 60 seconds.

Revelation has been changed to the following:

This ability will now also work on buildings, granting 3 vision around every unit it hits.

The duration has been increased from 45 seconds to 60 seconds, and the cost has been increased from 50 to 75.

This ability will no longer grant detection.

This ability will not affect cloaked targets, even if you have detection of them at the time.

The button arrangement for this unit has been adjusted to list Void Siphon first and Entomb last.

Tempest

This unit’s native bonus damage to massive units has been removed.

This unit no longer requires a Fleet Beacon.

We have added a new weapon upgrade called Quantic Reactor at the Fleet Beacon which will grant Tempest attacks +35 damage to massive units.

Quantic Reactor costs 200/200.

The cost of this unit has been changed from 300/300 to 300/200.

The supply cost for this unit has changed from 6 to 4.

The scale of this unit has been lowered from 1 to 0.9.

Sentry

Hallucination no longer requires research.

Zerg

Viper

Viper acceleration has been increased from 2.125 to 3.

The radius of Blinding Cloud has increased from 1.5 to 2.

Spore Crawler

This unit no longer requires an Evolution Chamber.

Terran

Widow Mine

The setup time for this unit has been increased from 2 seconds to 3 seconds.

Battle Hellion

This unit has been renamed to “Hellbat.”

Balance update #5 along with David Kims thoughts.
Source

Terran

Widow Mine

This unit has a new missile ability called Unstable Payload.

Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed.

This ability launches a missile at a target within 5 range, then starts to rearm another missile.

Unstable Payload does 160 damage to a single target and 40 splash damage.

The missile auto-acquires cloaked units.

The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts.

It takes 40 seconds to rearm the missile. The cost is free for now.

The build time of this unit has increased to 40 seconds.

Protoss

Oracle

The Phase Shield ability has been removed

This unit has a new ability called Void Siphon.

The Oracle channels a beam at an enemy structure that deals 3 damage and harvests 3 minerals every second until canceled. (Note: This ability will not cause the opposing player to lose minerals.)

The range is 7.

The damage/harvest effect ticks when you cast the ability and every sequential second following.

Void Siphon costs 50 energy to cast.

Mothership Core

This unit’s Purify ability has changed.

When a player casts Purify on their Nexus, it grants the Nexus the ability to attack, no longer requiring the Core to attach itself.

The Nexus weapon has a range of 13 and a damage of 20.

Purify now lasts for 60 seconds and still costs 100 energy.

The scale of this unit has been lowered to 0.8.

This unit has had its shield/health lowered to 60/130.

This unit now costs 2 supply.

Balance update #4 along with David Kims thoughts
Source: http://us.battle.net/sc2/en/forum/topic/6758675889

Changes: Protoss

Mothership Core

Purify has been changed to the following:

Purify can now only be cast on your Nexus at max 10 range.

Once cast, the mothership core will attach itself to the Nexus, transforming into a weapon with range 10.

While attached to the Nexus, the mothership core will be unable to cast abilities and regenerate energy.

The damage of Purify has been lowered to 20 and can attack both air and ground units.

Purify will last until cancelled.

Recall has been changed to the following:

Recall is now a simple cast-and-click ability on a player’s Nexus.

Once cast, the mothership core and every friendly unit within a 7-range radius to the core will be recalled to the Nexus.

A new ranged weapon called Repulsor Cannon has been added to the mothership core while in its mobile state.

Repulsor Cannon deals 8 damage to ground units with an attack speed of 0.85.

The cost of the mothership core has increased from 50/50 to 100/100.

Movement speed has increased from 0.47 to 1.875.

Oracle

Health has increased from 20/80 to 60/100.

Speed has decreased from 3.75 to 3.375.

The duration of Entomb has increased from 30 to 45.

Terran

Widow Mine

The duration of Activate Mine has been decreased to 2 sec.

Auto-cast can now be turned off in both activated and deactivated modes.

Zerg

Swarm Host

Locust attack range has increased from 2 to 3.

Locust damage has been reduced from 14 to 12.

Bug Fixes

Battle hellions can no longer load into Bunkers.

The splash damage from widow mines will no longer hit friendly activated widow mines.

The Stargate Command Card now properly includes a Set Rally Point button.

Swarm hosts now have proper collision while burrowed.

_____________________________________________________________________________________

Blizzard in their infinite wisdom have decided that realism for healing is for suckers.

Balance update #3

Protoss

Mothership Core

The cost of Purify is now 100.

The duration of Purify has been lowered to 25 seconds.

The damage of Purify has been increased from 25 to 45.

Oracle

Entomb’s duration has increased to 30 seconds.

The health of Entombed nodes has increased from 100 to 130.

The duration of Revelation has increased from 30 to 45 seconds.

We fixed a bug where the oracle was not correctly classified as a Psionic unit.

Terran

Battle Hellion

While in Battle mode, the hellion is now classified as a Biological unit.

Widow Mine

Splash damage has increased from 35 to 60.

Zerg

Viper

We fixed a bug where the viper was not correctly classified as a Psionic unit.

Source: Battle.net

Sep 20th, 12:33
:


0/0

Battle Hellion

While in Battle mode, the hellion is now classified as a Biological unit.

…what? I would really really love to hear the lore on this one. Well one thing about this, it is now even more of a Firebat.

Well it is great to see the Widow mines now doing more splash, but I still do not think 2 supply is too much.

Edit: So more blue posts on Mech

Our latest thinking on HotS mech:

1. All mech revolving around Siege Tanks makes Terran want to sit back and defend for a very long time. We’re not sure what the correct ratio of this sort of play would be against how Terran players play now.

2. Mech revolving around a more all round/slightly mobile unit didn’t work out with the Warhound.

3. Widow Mine being a more useful option is looking to be a really fun add to mech. We really want to focus on making this unit awesome for now and see where it goes.

4. Battle mode Hellions being built as a separate unit feels good for now due to how different this unit is from the hellion. We’ve been playing around with Battle Hellions that have Biological flag (can be healed my Medivacs), and are seeing more bio + mech cominations.

So overall, we think it’ll be good if players in the beta really focus on the Widow Mines and Battle Hellions in the next couple weeks to really figure out their potential.

Source:b.net

Yeah as I thought, the bio battle Hellions is to promote more Bio mech *sigh*.

Widow mine is a 160 damage unit that instantly 2-4 shots the strongest, latest tier units in the game. Not to mention you can build them two at a time with a 20 sec build time on each. We don’t think it’ll be a good idea to have these guys be 1 pop especially for the 200/200 supply cases.

We do agree that the Widow Mine is not at an amazing place right now, but we think fixing the unit itself to be good is a priority than just simply lowering the supply cost to 1.

We have more changes for the Widow Mine this week as well so please check them out, and please note one of our top priorities in the up coming weeks is to have the Widow Mine be a really solid unit.

Source:b.net
The pop. is important since these are not directly attacking units, they may just sit somewhere and if that is the case you would not want to waste supply on them. The way the seem to discount this does not please me.

Sep 20th, 13:58
:


0/0

1 – Hmmm – I DO like the Protoss changes overall..

However I still feel that the Mothership-Core should be more like a unit rather than a “Queen” looking for it’s own “hatch” back at home – i.e. – give it more speed and nerf it’s spells instead rather than doing it totally the other way round (especially nerf the radius of mass-recall and make it kinda mini-recall or sth instead) IMO..

Oracle’s changes are exactly what I feel should be like overall..

2 – The Terran ones sadden me up quite a bit:

a – There might be a good reason for the Battle-Hellion to be a bio unit and more viable for drops and such, HOWEVER – that also to me feels like a sign of lack of creativity for a new unit or find a place for it to function on it’s own.. That also seems like a confirmation that Blizzard probably has decided not to add another unit for the Terran and there’s no need to (that is for ground unit at least which I also agree isn’t 100% inacurate statement overall)

b – The way how Blizzard decided to not add another mech unit aside from the Mine and Battle-hellion is probably OK decision at this point, but what DOES worry me is that aside from Viking and Marine – there won’t be any other alternative to deal with the Protoss armada fleet in the late game now IMO..

1 & 2 – So yah – I’m kinda happy overall that Blizzard has decided to keep both the capitals for the Protoss as the transition seems much more fluid and not much of a risk of a huge timing windows – but Terran should be given a way to deal with all those IMO.. However – I do foresee how there’s a good deal of reasonability for Blizzard to decide to scrap the VoidRay instead now which saddens me a bit, but it’s probably a better move than experiment with a new way of air-superiority units for Terran that would not change much else overall..

3 – IDK about Zerg though – feels like Zerg didn’t show neither a huuge sign of struggle nor a sign of super-easy superiority in any way IMO.. As long as neither of those scenarios do happen –> hard to say anything about potential Zerg issues though..

However – I DO feel like there might be some issues for some builds for the other races cause of the possibility of spamming of Viper’s abilities in lategame all game long.. I’d probably nerf the spamability of the spells by nerfing Consume rather than nerf the Viper’s abilities overall.. Aside from that – guess not much problems with the Zerg overall..

Sep 20th, 15:59
:


1/0

The mothership core changes are really stupid in this patch. I don’t know what they’re thinking.

“We see that the MSCore is vulnerable to double attacks. Causing it to go into purify and then being run away from, and then going back in once purify is done. So we made it so it takes even LONGER for you to use purify in the first place and make that double timing even harder to stop!”

Sep 20th, 18:08
:


0/0

So basically the Battle Hellion has turned into the firebat from when they firsted announced WOL? I don’t really see how turning the Battle Hellion to bio would be a good thing. They basically just kicked the Battle Hellion out of mech. Now you need medivacs to heal your battle hellions, which you rarely get in mech play.

IF they didn’t make the Battle Hellion a different unit and still just a transformation I’d be fine with that. Lets the hellion see use in bio and mech. You can transform back to hellion form, get normal repairs and transform back. OR transform into battle hellion mode, get a medivac to heal then go back to normal hellion mode.

MUHAHAHAHAHAHA *Cough* hahah *Cough* ow dam Crackling

Sep 20th, 19:09
:


0/0

on 20/9/12Quote by Killswitch

So basically the Battle Hellion has turned into the firebat from when they firsted announced WOL? I don’t really see how turning the Battle Hellion to bio would be a good thing. They basically just kicked the Battle Hellion out of mech. Now you need medivacs to heal your battle hellions, which you rarely get in mech play.

IF they didn’t make the Battle Hellion a different unit and still just a transformation I’d be fine with that. Lets the hellion see use in bio and mech. You can transform back to hellion form, get normal repairs and transform back. OR transform into battle hellion mode, get a medivac to heal then go back to normal hellion mode.

BH is – light+biological+mechanical.. so – you can BOTH use them on drops as well as repair them along with your mech army with SCVs.. Same as SCV

What’s gonna be changed cause of that though probably is TvZ drop strength –> I see a good change that might be to force Zerg in late-game to keep some infestors at home and maybe even force Zergs to think where do they place Swarm-hosts, keep them home to defend drops or somewhere within the army.. – do they need Infestors within the army or Vipers, how many infestors to bring with the army, how many to leave home, are there enough Queens at home – if there are to kill medivacs quickly – then maybe have a viper to abduct incomming Medivacs and stuff.. – therefore maybe have the TvZ have more dynamic a bit, but kinda don’t quite like the way it’s done now.. I mean – it’s done, but not with taste I feel.. Really wonder if increasing the strength of drops was indeed the need to make that change though..

And @Gem – think I’m soon gonna make a special thread regarding that issue.. :)

Sep 20th, 20:18
:


0/0

Battle Hellion

While in Battle mode, the hellion is now classified as a Biological unit.

Lol let’s all welcome back the Firebat. Zerg are going to get owned by Medivac/Battle Hellion.

Sep 20th, 21:28
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0/1

on 20/9/12Quote by Killswitch

So basically the Battle Hellion has turned into the firebat from when they firsted announced WOL?
That comparison has been used ever since it’s inception.

I don’t really see how turning the Battle Hellion to bio would be a good thing. They basically just kicked the Battle Hellion out of mech.
That’s hilarious. How isn’t this a good thing for the BH? It now has two options of being healed. Repair from a SCV or a magical ray coming from a High altitude transport vessel. How does that kick the BH out of Mech? Without them Mech is essentially dead with a fat expensive Goliath and a now meatshieldless SiegeTank. It’s not like they lost their ability benefit from vehicle upgrades.

Now you need medivacs to heal your battle hellions, which you rarely get in mech play.
Extra incentive to use medivacs for drops it changes nothing when it comes to healing other than giving a new option. No one is forcing you to use them.

IF they didn’t make the Battle Hellion a different unit and still just a transformation I’d be fine with that. Lets the hellion see use in bio and mech. You can transform back to hellion form, get normal repairs and transform back. OR transform into battle hellion mode, get a medivac to heal then go back to normal hellion mode.

on 20/9/12Quote by Gemini_19

The mothership core changes are really stupid in this patch. I don’t know what they’re thinking.

“We see that the MSCore is vulnerable to double attacks. Causing it to go into purify and then being run away from, and then going back in once purify is done. So we made it so it takes even LONGER for you to use purify in the first place and make that double timing even harder to stop!”

Well….it’s a beta so we can just interpret that as experimentation. I mean the entomb ability got a fairly decent buff. I’m surprised Blizz hasn’t enabled entomb from benefiting from plasma shield upgrades so workers wouldn’t scratch them to death easily. I guess that would be too cruel for the low end players.

Sep 20th, 21:44
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@Destroyer you are right in a narrow view of does this help the Battle Hellions be tougher, but the broader question of if this help Mech is not the same. I think the main iusse is that this does not really help pure mech, which medivacs do little else for, and pushes more for Hellions in Bio mech.

Sep 20th, 21:54
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I thought the change meant Battle Hellions aren’t considered mechanical anymore. They don’t really give you a distinction and I don’t recall ever seeing a Biological and Mechanical unit in the game … doesn’t that mean the Battle Hellion is a cyborg???

MUHAHAHAHAHAHA *Cough* hahah *Cough* ow dam Crackling

Sep 20th, 22:06
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@Killswitch: SCVs have the same attributes as the BattleHellion both are light,biological and mechanical. Closest thing to cyborgs in the Terran arsenal are the actual Bio units that use powered exoskeletons.

Sep 21st, 07:27
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on 20/9/12Quote by VArsovskiSC


BH is – light+biological+mechanical.. so – you can BOTH use them on drops as well as repair them along with your mech army with SCVs.. Same as SCV

on 20/9/12Quote by Destroyer

@Killswitch: SCVs have the same attributes as the BattleHellion both are light,biological and mechanical. Closest thing to cyborgs in the Terran arsenal are the actual Bio units that use powered exoskeletons.

This. Now the Battle Hellion is simply a giant SCV with flamethrowers. Or a firebat in a huge armor. Makes sense because like the SCV, the Battle Hellion has a person inside, and acts like a purly biological unit (moves just like a human would) but in a robotic armor. I think this is justified by the fact that it’s a light-armored unit. This change gives the Battle Hellion a better chance of developing its role of tanking and withstanding heavy fire power. I like it!

EDIT: This means archons will do extra damage to Battle Hellions, and that Ghosts will be able to snipe them!

Sep 21st, 09:24
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on 20/9/12Quote by Omega

@Destroyer you are right in a narrow view of does this help the Battle Hellions be tougher, but the broader question of if this help Mech is not the same. I think the main iusse is that this does not really help pure mech, which medivacs do little else for, and pushes more for Hellions in Bio mech.

Help Mech? Go watch Morrow he’s practically the only Terran player that consistently goes “mech” in the HOTS beta. From what I can see he is fairly successful and exciting to watch.

Mines are being used in conjection with Hellions to harrass queens,clumps of units or even outright snipe hatcheries(yes, he killed greedy 3rds by using mines to zone the queens into fighting on his terms then repositioned them to keep his hellions covered).

I’ve watched Mech go to the sky with Vikings jockeying for position against Tempest with Tanks creeping forward under fire just to keep the Vikings from getting blinked under while they engage the Tempests.

I’ve seen Battle Hellions loaded up in Medivacs and successfully rape worker lines and first responder zealots/lings that blindly a-move to them.

Mech plays out differently from it’s Broodwar counterpart because Mech in Sc2 is already fundamentally different.

Clumping up, units that cost much more supply than the old mech which means they can no longer just cut a map in half with mines and a few tanks. Everything practically attacks faster/harder leaving players unable to respond fast enough. The overall design of all races makes meching with STs as their “core” unit a hazard for the terran. I can even argue that the Siege Tanks were overhyped in SC. What made SC:BW mech exciting wasn’t just a long line of tanks. It was a combination of Vultures roving around harrassing wherever they could, mines covering the map giving the terrans a better killer version of creep tumors with fangs. Goliaths being sprinkled once the enemy took to the skies. This is what proved to be the magical formula.

Just straight damage buffs to tanks aren’t going to cut it.

To conclude my rant. People seem to forget that maps are a very important balancing factor. Looks at Kespas maps vs what we had to deal with on WoL beta and now.

1. All mech revolving around Siege Tanks makes Terran want to sit back and defend for a very long time. We’re not sure what the correct ratio of this sort of play would be against how Terran players play now.

2. Mech revolving around a more all round/slightly mobile unit didn’t work out with the Warhound.

I find it funny that DK has a problem with the “turtle” race doing what they do best but has no problem with Protoss and their passivity when it comes to deathballing it up. Same thing applies with Zerg and their love of Infestor,BL and Corruptor armies late game.

It’s almost like he doesn’t like the Siege tank either. /sarcasm.

The second point is hilariously bad.

Sep 21st, 13:04
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Looks Like I have set off a bit of an interesting rant, and I do not mean that in the negative way. I think you hit some good points that counter a lot of talk I have seen on TL regarding Mech play. Although I also agree with these points mostly so I hope it was not just directed at me.

I have only seen a bit of Marrow’s play, which was mech, because I do not see him streaming much. I will make a note to keep an eye out for him. Still that avoid the point I made about how this. Besides that though, I was wondering about if WMs would cause problems for queens with recent drop in the tech needed to build them, wonder if that comes up in later patches. You see anything on how WMs and Hellions handle Roach tech?

As for Mech being different I have a few problems with how you went about this. You seem to be saying that STs are not the ideal Mech core unit, but you did not say what should be and how mech should play. So since SC2 is different from SC1 lets look at WoL mech. In WoL we still see the Tank making up the core mech strength in army encounters, and in cases where you do not build Tanks you usually do not see factory units past early game. This shows that the Tank is still the core army unit of Mech, and all the changes differences you mentioned have not changed that. You are not wrong in what you said, but it just means that Tanks are weaker or even harmful if used like in BW. In HotS I do not see this changing much, although I do wonder if we will see people being able to throw BH into TvP bio.

As for maps, that is the reason people want to see tank buffs now, but I think it should be more in a drop of Tank supply(and maybe gas) for better coverage. Still this is if Tanks need a buff, and I am not convinced they need a direct.

In closing I would like to say that the new units could very well be of big help to mech play, but neither will be able to take away form what the core unit is. That is because the Tank is what kills the enemy’s ground army, and help to hold locations(Thor can to a point). If you try and work against this you will run into problems(like the WH trying to give Mech a mobile core unit).

Sep 21st, 20:38
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im still alive….

interesting changes… i agree with everyone that there is going to be some really odd explanation of the battle hellion bio classification. i look forward to reading it

i have a feeling they will drop the widow mine damage a little…

View full post on Starcraft 2 Armory

Heart of the Swarm UI Update

While its impact to players may seem subtle, the out-of-game experience in StarCraft II can be just as important as the in-game experience. Our Battle.net statistics show that players spend about a third of their time in StarCraft II using the menus outside of a game. They might be browsing the latest Arcade games, checking out someone’s profile, reviewing the score screen of past games in their match history, or just chatting with some friends. It’s important to us to make this experience as streamlined and usable as possible.

The 1.5 patch we released a couple months ago was a major update that included several changes to the menus and the addition of the new Arcade experience. What you might not know is that many of the changes in 1.5 were actually slated to be a part of the Heart of the Swarm expansion. We felt that several features, including Arcade, would be of immediate benefit to players, and decided to release them earlier in the 1.5 patch. Since we weren’t done with the rest of Heart of the Swarm yet, we had to compromise in some areas of the menus to support these features. We weren’t really happy with how this added additional complexity to the menus.

Since then, we’ve continued to work on Heart of the Swarm, and we’ve made some big changes to improve the overall user experience. With the release of the next major Heart of the Swarm beta patch, we’d like to give you an advance look at those changes. These updates will become available to both Wings of Liberty and Heart of the Swarm players once the expansion is live.

We had several design goals in mind with the changes you’ll see in the Heart of the Swarm beta: simplify navigation, increase consistency, and improve usability. We also added some more functionality along the way. Here are just some of the changes we’ve made:

MENUS

We simplified basic menu navigation. Now you should be one click away from any major screen in the UI. We also tried to eliminate redundant screens and game modes.

We streamlined the look of the UI. This gives us more space to work with and makes it easier for us to make improvements in the future.

STATS

We’ve heard your desire for more stats, and we couldn’t agree more. With Heart of the Swarm we are adding more stats to help you track your play.

To start, we have included a racial stats tab so you can view your play stats against each race in ranked games.

There’s also now a map stats tab, so you can see how you perform on your most played maps. The new performance tab on the score screen will display your performance against opponents and Battle.net will track your career averages as you play games throughout the season.

And finally, now that we have added unranked play as an option, we’ve returned full stats (including losses) for all leagues back into the profile summary and ladder pages. Players who play competitively on the ladder can now better track their progress regardless of which league they’re in. And those players that would like to enjoy the benefits of matchmaking, but are not interested in the pressure of being ranked can now use the unranked play mode.

PARTIES

Party functionality has been gathered up into a single party window, and we’ve increased the maximum party size. We hope that this will be helpful with arranging games with your friends. It will be also be particularly useful with Arcade games that allow for larger team sizes.

CUSTOM GAMES

In 1.5.0, the Arcade dramatically changed the way players find games to play. Now we’re bringing a lot of the same tools that help make finding Arcade games easy to the StarCraft melee map Custom Game section.

For example, you can now find Open Games, Bookmarks, and Recently Played on the left side of the interface, the same way you would in Arcade. You can also sort the maps by Top Played, Top Rated, Up & Coming, and Newest.

Maps in the Custom Game screen will also now have a Game Info dialog like their Arcade counterparts. Mapmakers can add screenshots, include patch notes, and outline details on map strategy, while players will be able to rate and review the maps they play.

Please note: The Game Info dialog for Custom Game maps did not make it in time for this beta patch, but you should see it in the next major beta patch.

Now that we’ve highlighted some of the changes we’re making, we want to hear what you think. We appreciate how passionate the StarCraft II community is, and always look forward to your feedback. Remember, these are only some of the changes we have coming in Heart of the Swarm. There’s even more to come, so stay tuned for further updates!

Alan Dabiri is a Lead Software Engineer for StarCraft II. He has been measured at over 200 APM in the UI menus.

View full post on Starcraft 2 Armory