Patch 1.1.2

Patch 1.1.2

Unread postby Klas » 9 Oct 10, 4:57 pm

An article on the Bnet blog looking at balance and some planned changes for the next patch: http://sea.battle.net/sc2/en/blog/80504#blog

The official unofficial patch 1.2 teaser trailer:


Notes here: viewtopic.php?p=2360295#p2360295
Last edited by Klas on 15 Oct 10, 10:19 am, edited 1 time in total.
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Re: Patch 1.2

Unread postby snex » 9 Oct 10, 8:47 pm

I **** love that Roach range increase.
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Re: Patch 1.2

Unread postby Maxpayne5th » 9 Oct 10, 9:57 pm

Wait, wait, wait...

So according to the stats, other than PvT in Diamond, Terran is losing in Diff Race matchups, and we get NERFED?!

Honestly, I don't mind Supply Depot before Rax (i do it anyway) but why? Unless thos stats are wrong, we are actually performing the worst. I don't think we need a buff, but why a nerf? Can't you just stay the same?
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Re: Patch 1.2

Unread postby skitzor » 9 Oct 10, 9:59 pm

those win rates for protoss against terran are a bit surprising. all terran need to do is MM rush and win. to compete with that sort of army the protoss either needs to keep them out of their base, and tech to colossi, HT or chargelots.
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Re: Patch 1.2

Unread postby Klas » 9 Oct 10, 10:34 pm

Maxpayne5th wrote:Wait, wait, wait...

So according to the stats, other than PvT in Diamond, Terran is losing in Diff Race matchups, and we get NERFED?!

Honestly, I don't mind Supply Depot before Rax (i do it anyway) but why? Unless thos stats are wrong, we are actually performing the worst. I don't think we need a buff, but why a nerf? Can't you just stay the same?

Terran isn't getting nerfed. Just reapers :p
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Re: Patch 1.2

Unread postby Bek » 10 Oct 10, 6:07 pm

snex wrote:I **** love that Roach range increase.

This. I haven't played in awhile, this update might bring me back in :D
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Re: Patch 1.2

Unread postby Axwell » 10 Oct 10, 6:35 pm

Not sure I like the changes to Terran. I think although it could help cut back on the effectiveness of such early cheese play, It limits the amount of openings that Terran has at their disposal, which is exactly the same sort of problem that has made Zerg less fun to play.

Roach range is good, I've always thought they have been an under-performing unit.

The game should be opened up in a way that encourages creative play, (which is why I think Hydralisks should be moved down to Tier 1.5)
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Re: Patch 1.2

Unread postby nudge » 12 Oct 10, 6:53 am

Roach was/is a good unit, everything about it is right at the moment except for it's 2 food requirement. The extra range will justify that imo.

I can't think of anyway you would balance hydras being 1.5 tier. I can't think of any early harrass that would work against them. No hellions/reapers, zealots would be a joke, stalkers go toe to toe. Only once you had a decent ball of something would they become uneffective, and by that stage you are into tier 2 anyway.

Queen, roach and ling are fine starting units.
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Re: Patch 1.2

Unread postby krapma » 12 Oct 10, 12:48 pm

They seem to be going majorly overboard nerfing reapers. If/when the nerfs go in then noone will build a reaper, except maybe to scout.

The reaper is 1 step away from effectively being removed from the game, which is pretty dumb, cause they weren't hard to counter.

Looks like terran FE will become a very common opening.
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Re: Patch 1.2

Unread postby Axwell » 12 Oct 10, 3:40 pm

nudge wrote:Roach was/is a good unit, everything about it is right at the moment except for it's 2 food requirement. The extra range will justify that imo.

I can't think of anyway you would balance hydras being 1.5 tier. I can't think of any early harrass that would work against them. No hellions/reapers, zealots would be a joke, stalkers go toe to toe. Only once you had a decent ball of something would they become uneffective, and by that stage you are into tier 2 anyway.

Queen, roach and ling are fine starting units.


Zealots are just as much of a joke against roaches, if not more so. Terran easily has the right units to kill off Hydralisks.

Hydralisks were T1 in StarCraft, cheaper and used up less control.

I think the problem for Zerg in SC2 is that we have no units, save the queen (lolpun), to engage air before getting lair and a den/spire. Also compare the fact that they cost 2 supply in StarCraft II, 25/25 more minerals, can't morph to lurkers, and they no longer have a speed upgrade. So why are they T2? The Hydralisk is no doubt a core unit, but it's either in the wrong place, or it's not strong enough for it's current tier.
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Re: Patch 1.2

Unread postby BarneyGumball » 12 Oct 10, 4:20 pm

Isn't the Hydralisk one of the highest DPS units in the game?
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Re: Patch 1.2

Unread postby Tastynapalm » 12 Oct 10, 4:35 pm

Stop playing multiplayer after I kept seeing the same tactics game after game being played.
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Re: Patch 1.2

Unread postby Axwell » 12 Oct 10, 6:20 pm

BarneyGumball wrote:Isn't the Hydralisk one of the highest DPS units in the game?


Cost for cost I think they're just under the marine.
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Re: Patch 1.2

Unread postby skitzor » 13 Oct 10, 8:08 am

krapma wrote:They seem to be going majorly overboard nerfing reapers. If/when the nerfs go in then noone will build a reaper, except maybe to scout.

The reaper is 1 step away from effectively being removed from the game, which is pretty dumb, cause they weren't hard to counter.

reapers don't have to only be for winning in the first few minutes. they will still be able to perform worker harass, and if you feel like building lots of them, they can 2 shot cc/hatch/nexus which is pretty damn useful. they may need fairly high micro, but worker harass is worth it. not only do you get to take out a few the first time, you force them to either keep an army in their base, or force them to build static defenses around every mineral line.

Axwell wrote:I think the problem for Zerg in SC2 is that we have no units, save the queen (lolpun), to engage air before getting lair and a den/spire.

so? it takes everyone a while to get to air. if your opponent is turtling and teching to banshee/void, you will have enough time to tech to hydra/muta.

Tastynapalm wrote:Stop playing multiplayer after I kept seeing the same tactics game after game being played.

if you were just playing 1v1, try some team games. so much better.

Axwell wrote:The game should be opened up in a way that encourages creative play, (which is why I think Hydralisks should be moved down to Tier 1.5)

massing hydra and winning isn't creative.
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Re: Patch 1.2

Unread postby Axwell » 13 Oct 10, 5:14 pm

skitzor wrote:
Axwell wrote:I think the problem for Zerg in SC2 is that we have no units, save the queen (lolpun), to engage air before getting lair and a den/spire.

so? it takes everyone a while to get to air. if your opponent is turtling and teching to banshee/void, you will have enough time to tech to hydra/muta.

Axwell wrote:The game should be opened up in a way that encourages creative play, (which is why I think Hydralisks should be moved down to Tier 1.5)

massing hydra and winning isn't creative.


Yes, Hydralisks can be out in time. The point I'm trying to make, though, is that to fend off air we're forced to tech through both a lair and a hydralisk den to produce a fairly expensive unit that fulfills the same anti-air role as their T1 counterparts. Yes, it takes a while to get air, but it also takes a while for Zerg to just even be able to produce units that attack air, the window of opportunity to have the right units is quite small in comparison.

Who said anything about massing Hydralisks?

Just so you know, I'm not crying about imbalance. I just think Zerg are structured in a way that forces (or strongly favours) limited styles of play, part of which stems from the Hydralisk's loss of utility from SC1.
Last edited by Axwell on 14 Oct 10, 6:26 pm, edited 1 time in total.
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