DarkBlizz

Game On => STARCRAFT II: WINGS OF LIBERTY => General Discussion => Topic started by: ItzMattu on March 25, 2010, 07:59:21 PM

Title: Patch 6 is live!
Post by: ItzMattu on March 25, 2010, 07:59:21 PM
StarCraft II Beta - Patch 6 (version 0.8.0.14593)
 
  The latest patch notes can always be found at
  http://forums.battle.net/thread.html?topicId=23094049316&sid=5000 (http://forums.battle.net/thread.html?topicId=23094049316&sid=5000)
 
  General        Balance Changes       Bug Fixes     
Title: Re: Patch 6 is live!
Post by: berrykerry789 on March 25, 2010, 08:07:56 PM
NUUUUUUU!!!! protoss got weaker...
Title: Re: Patch 6 is live!
Post by: darkshark on March 25, 2010, 08:22:42 PM
and the terran got cheaper but the nerfed the epic OP SCVs
Title: Re: Patch 6 is live!
Post by: Captain Hammer on March 25, 2010, 08:45:28 PM
Patch 2 brought reactor build time from 40 to 25, and this one pushes it past 40 to 50. How odd.






I like the stalker damage boost and the baneling damage boost. I wasn't really using them much. Also, the ghost price change is pretty sweet. Paying 100m and 200g always threw my resources off balance, though I'm no pro
Title: Re: Patch 6 is live!
Post by: starcrafter64 on March 25, 2010, 09:48:31 PM
Quote from: Captain Hammer on March 25, 2010, 08:45:28 PM
Patch 2 brought reactor build time from 40 to 25, and this one pushes it past 40 to 50. How odd

I like the stalker damage boost and the baneling damage boost. I wasn't really using them much. Also, the ghost price change is pretty sweet. Paying 100m and 200g always threw my resources off balance, though I'm no pro

Stalker damage is unchanged against armored units, but higher against non armored units. Upgraded Stalkers will not get the added boost from upgrades. To me this seems like they are trying to make Stalkers more attractive for an early-mid game and less useful in mid-late.
Title: Re: Patch 6 is live!
Post by: ProtossSC2 on March 25, 2010, 09:57:57 PM
If anyone is having trouble with the auto patch, it can be downloaded here (http://%22http://maged.lordaeron.org/sc2/%22).

Just extract that particular patch files on to your updates folder and   start SC2. It will install automatically.
 
Have fun.
David
Title: Re: Patch 6 is live!
Post by: Rain[sun] on March 25, 2010, 10:09:00 PM
Wicked. Terran just got a wrench shoved into their biobuild rushes. I LIKE IT
Title: Re: Patch 6 is live!
Post by: zealot on March 25, 2010, 10:27:25 PM
anyone else not able to update when opening the beta?
Title: Re: Patch 6 is live!
Post by: MortalPlague on March 25, 2010, 11:43:44 PM
Quote from: starcrafter64 on March 25, 2010, 09:48:31 PMStalker damage is unchanged against armored units, but higher against non armored units. Upgraded Stalkers will not get the added boost from upgrades. To me this seems like they are trying to make Stalkers more attractive for an early-mid game and less useful in mid-late.


I have to say, I approve of this change.  Stalkers always felt strangely ineffective early on, since their damage against light units like marines and zerglings was so low.
Title: Re: Patch 6 is live!
Post by: starcrafter64 on March 26, 2010, 12:07:43 AM
Quote from: MortalPlague on March 25, 2010, 11:43:44 PM
Quote from: starcrafter64 on March 25, 2010, 09:48:31 PMStalker damage is unchanged against armored units, but higher against non armored units. Upgraded Stalkers will not get the added boost from upgrades. To me this seems like they are trying to make Stalkers more attractive for an early-mid game and less useful in mid-late.


I have to say, I approve of this change.  Stalkers always felt strangely ineffective early on, since their damage against light units like marines and zerglings was so low.

The stalker is meant to be weak against zerglings and other first tier units, this change makes them more effective against them. I'm confused on blizzards insight on this change, because it lowers their effectiveness in late game vs Armored Units/Buildings.
Title: Re: Patch 6 is live!
Post by: noMICRO on March 26, 2010, 01:47:18 AM
Quote from: berrykerry789 on March 25, 2010, 08:07:56 PM
NUUUUUUU!!!! protoss got weaker...
Not at all.. quite a bit stronger, actually. I'm actually in the beta (gold league, not plat yet :( ), and this is a pretty solid early-mid game buff for toss. So much easier to play against terrans now that you don't have to worry about a cheese marine rush. Stalkers are actually useful now.. not quite dragoons, but an OK placeholder. Mass stalkers is viable early-mid now.. I've been winning in under 15 minutes consistently since this patch went live by spamming stalkers. DT's aren't all that good against competent players in sc2, since everyone puts up a ton of detection. Haven't noticed a difference in the armor change on HT's... they died fast under fire before, and die fast now.

Oh, and roaches aren't quite as gay now. The thing they added to view profiles after games doesn't work, either. 'View Profile' is there when you right click, but is grayed out. Colossus aren't quite as good against hydras now, but they're still solid.
Title: Re: Patch 6 is live!
Post by: Rain[sun] on March 26, 2010, 06:04:00 AM
^Funny you mention that, I nearly lost a game due to Colossii getting shredded by hydras. Was definitely a close call
Title: Re: Patch 6 is live!
Post by: SupraDoom on March 26, 2010, 11:38:36 AM
Considering SCV's are the only worker exposed while building I think the nerf was un-called for. It's not like miner wars is that common.
Title: Re: Patch 6 is live!
Post by: Sacroidd on March 26, 2010, 12:15:56 PM
wow, this patch changes a lot of stuff, specially prizes. I hate the Banneling damage boost, I think they were ok, two explosions just kills a marauder...
Title: Re: Patch 6 is live!
Post by: starcrafter64 on March 26, 2010, 01:29:52 PM
Quote from: Sacroidd on March 26, 2010, 12:15:56 PM
wow, this patch changes a lot of stuff, specially prizes. I hate the Banneling damage boost, I think they were ok, two explosions just kills a marauder...

Marauders have 125HP, and are not Light Units....can someone explain how a baneling kills a marauder in 2 hits?  ::)
Title: Re: Patch 6 is live!
Post by: crazian on March 26, 2010, 01:45:36 PM
Quote from: starcrafter64 on March 26, 2010, 01:29:52 PM
Quote from: Sacroidd on March 26, 2010, 12:15:56 PM
wow, this patch changes a lot of stuff, specially prizes. I hate the Banneling damage boost, I think they were ok, two explosions just kills a marauder...

Marauders have 125HP, and are not Light Units....can someone explain how a baneling kills a marauder in 2 hits?  ::)

well that particular marauder could've been damaged by previous battle...
Title: Re: Patch 6 is live!
Post by: RagingPolarBear on March 26, 2010, 03:12:29 PM
I'm not sure I like the SCV thing. I know why they did it, mainly because people did marine/SCV rushes, but the increased marine build time and reactor build time will fix that. At worst, drop the SCV damage by 1 or something, but don't lower the hp, makes them too easy to snipe while building stuff.

The stalker change was needed, so they can counter banshees slightly better. Either that or they could have made banshees armored instead of light units.

I like the factory change to 150 as well, as it makes a metal build a lot more possible now, so all terrans don't have to go with barracks units. Definitely adds a few more versatile options to terran, and that's a good thing. I'm kind of sick of the current setup where it seems every terran goes marine/marauder for the entire game. I'd like to see some more tanks.

The baneling thing, I'm rather mixed about. Banelings are extremely effective against light units as it is now, and about the only thing balancing them happens to be that they suck against the armored units. As it is there's really nothing you can do to stop a baneling force from chewing up your zealots. The best you can do is put armored stuff up front to soak it. You'll never really kill them fast enough. So this one really worries me.

The rest of the changes I'm okay with though. Roaches certainly needed a little nerf. Though zerg still feels like they could use a buff. I'm thinking maybe make adrenal glands into a lair upgrade instead of a hive, since zerglings feel very unused, and adrenal isn't nearly as good as it was in Brood war anyway.

I'm also not really sure why the observer got a cost increase (and especially a build time increase). Protoss already has the worst detection in the game right now, I don't see any reason to make it worse. They're the only race that doesn't necessarily have any detection at all by tech 2 units. Zerg can always make overseers and every terran has scan sweep. Protoss basically have only cannons until they get robotics. I've always felt that was enough of a drawback. Cloaked banshee rushes are scary enough as it is.
Title: Re: Patch 6 is live!
Post by: Rain[sun] on March 26, 2010, 06:51:26 PM
Obs are nearly standard when you do need it though, but I agree its a bit much. Cloaked Banshee rushes should be pretty obvious if you're scouting enough though.
Title: Re: Patch 6 is live!
Post by: RagingPolarBear on March 27, 2010, 08:03:32 AM
Quote from: Rain[sun] on March 26, 2010, 06:51:26 PM
Obs are nearly standard when you do need it though, but I agree its a bit much. Cloaked Banshee rushes should be pretty obvious if you're scouting enough though.

Well, keep in mind that if you go templar tech first, you can't scout very easily. Though I suppose if you suspect that the terran is up to something, you're going to suspect a cloaked banshee rush. Against normal banshees, with the upgraded stalker and warp gates, you can generally respond quick enough to a standard banshee rush by just warping in 3-4 stalkers instantly as a reaction.

In brood war, generally you could get by with just temp tech/cannons as an early counter to cloaked units. a couple cannons at your natural or choke point where generally enough  to stop dark templar or lurkers. Lurkers could be stopped pretty well in general by using psi-storm. Already the existence of banshees pretty much encourages people to go fast robo, and this new change seems to almost force it, which is rather unfortunately in my opinion because the robotics bay units aren't even good against air. Not to mention most toss players at the highest tiers already do a robo-first build anyway, so I'm not sure why they'd want to make that even more mandatory.
Title: Re: Patch 6 is live!
Post by: berrykerry789 on March 27, 2010, 08:34:10 AM
Do colossus still kill a marine in 1 attack? or is it 2 now?

Title: Re: Patch 6 is live!
Post by: RagingPolarBear on March 27, 2010, 10:37:58 AM
Quote from: berrykerry789 on March 27, 2010, 08:34:10 AM
Do colossus still kill a marine in 1 attack? or is it 2 now?

Two. Marines have 45 hp, and colossus now deals 20 twice for 40 damage per hit. That's assuming no upgrades.
Title: Re: Patch 6 is live!
Post by: Rain[sun] on March 27, 2010, 07:38:14 PM
Keeping in mind that the majority of balance changes are geared towards Platinum players, and I only just got out of placement, into silver. So I havent seen some of the best of the best yet, but obs are dirt cheap and ridiculously useful. Robo builds are common, obs don't need Observatory like they did in BW so now its pretty much guaranteed you have access to it in all matchups.

That being said, they might just be testing it out to see a fault/strength of other units as well. See how it plays out vs other builds etc., I doubt they're just making changes hoping to land on the magic formula
Title: Re: Patch 6 is live!
Post by: Bliss on March 28, 2010, 05:47:19 PM
Quote from: RagingPolarBear on March 26, 2010, 03:12:29 PM
I'm also not really sure why the observer got a cost increase (and especially a build time increase). Protoss already has the worst detection in the game right now, I don't see any reason to make it worse. They're the only race that doesn't necessarily have any detection at all by tech 2 units. Zerg can always make overseers and every terran has scan sweep. Protoss basically have only cannons until they get robotics. I've always felt that was enough of a drawback. Cloaked banshee rushes are scary enough as it is.

Terrans would usually rather use the 50 energy for the mule. They have Raven, which is some 200 resources + 100 for tech lab on Starport (balanced, since it can do things other than just detection). Zerg has Overseers, which is 100 minerals from overlord and I think 150 to change (I haven't played zerg).  Observors still only cost 150 resources. It's not THAT bad to be honest. It could've been worse.
Title: Re: Patch 6 is live!
Post by: itsarabbit on March 28, 2010, 07:12:40 PM
It would probably be possible to send your SCV's to kill the other ones base right off if they didn't do this.
Actually, Im going to try and do that now :) .
EDIT: Didn't work  :-[ .
Title: Re: Patch 6 is live!
Post by: tomsons26 on March 29, 2010, 05:43:54 AM
http://darkblizz.org/Forum2/not-enough-pylons/offline-patching (http://darkblizz.org/Forum2/not-enough-pylons/offline-patching)!!!!!!!!!!!!!!!!!!!/
  :whistle: :whistle: :whistle: :whistle: :whistle:
Title: Re: Patch 6 is live!
Post by: berrykerry789 on March 29, 2010, 08:00:23 AM
u guys played strategy ai? (for those that dont have a key like me  :'( :'( )
its actually pretty good since the ai can see the entire map, so it can counter your builds... still kinda too easy...