new patch is here!!

Mostly_Harmless

Tribe of Judah Unreal Tournament Chapter Co-leader
General

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
Buildings
Nexus life and shields increased from 750/750 to 1000/1000.
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
Buildings
Barracks requirement changed from Command Center to Supply Depot.
Supply Depot life increased from 350 to 400.
Medivac
Acceleration reduced from 2.315 to 2.25.
Speed reduced from 2.75 to 2.5.
Reaper
Nitro Packs speed upgrade now has a Factory Requirement.
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
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.
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).
Infestor
Fungal Growth now prevents Blink.
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.
 
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).
b00.

Everything else looks good for Zerg, though.

But MAN, Terran got smacked hard by the nerf-stick. I don't think the supply depot dependency for the barracks will be around for long. I get annoyed by early reapers, but that's a bit much. Supply depot dependency for a tech lab, sure, but at least give Terran a reliable counter to early lings.
 
b00.

Everything else looks good for Zerg, though.

But MAN, Terran got smacked hard by the nerf-stick. I don't think the supply depot dependency for the barracks will be around for long. I get annoyed by early reapers, but that's a bit much. Supply depot dependency for a tech lab, sure, but at least give Terran a reliable counter to early lings.

I'm still happy with it. Yeah, you are right that tech lab should require a supply depot first instead of rax, but man I am over joyed that supply depot got another 50 hp! that should take another baneling to bust through! :D
 
lol naruto. 1 thousand banelings.... what a great visual image. nice profile pic btw! :)
 
From what I understand the only builds that did the barracks before supply depot were mostly cheese all in builds. Even with this change Terran can have a wall up and a unit up quicker then a toss so if you saying it's impossible for Terran to defend a 6pool then there has been a problem with toss for a lot longer....

If a Protoss is 6pooled on a small map even knowing it is coming they have to use a few probes to block off the hole until a zealot comes up. Terrans can at least save those workers by just repairing the wall until the first marine is out.
 
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From what I understand the only builds that did the barracks before supply depot were mostly cheese all in builds.

In the few games I played, I sometimes built that way just to get more marines for defense. I don't care if Protoss have it harder, I could barely ever survive the early ling attack. For a more experienced player that can micro and that has their timings down well, it probably won't matter that much.
 
From what I understand the only builds that did the barracks before supply depot were mostly cheese all in builds. Even with this change Terran can have a wall up and a unit up quicker then a toss so if you saying it's impossible for Terran to defend a 6pool then there has been a problem with toss for a lot longer....

If a Protoss is 6pooled on a small map even knowing it is coming they have to use a few probes to block off the hole until a zealot comes up. Terrans can at least save those workers by just repairing the wall until the first marine is out.

There's nothing wrong with cheesy all-in builds as long as they can be stopped. And it wasn't too hard to stop any cheese reaper builds, and when you did, you were FAAAARRRR ahead. High-risk, high-reward builds make the game more dynamic. Also, 10-rax was a fairly legitimate build that wasn't all-in. Z can pretty much FE with impunity against T now. It's an awful change that is completely overreacting.
 
I think that was the problem an all in proxy Rax build was very difficult edging on impossible to defend against. Just like the earlier patch that nerfed Protoss proxy gateway that was impossible for zerg to stop it was just Terran's turn.

This change wasn't just about reapers either. Double rax hidden nearby even when scouted was nearly impossible to counter a marine rush. Also your economy wasn't hit that hard because mules would make up for.
 
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