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10-07-2010   #1 (permalink)
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Default Potential Patch 1.2

Developer's Corner: 1v1 Game Balance - StarCraft II

Zerg buffs up the roof, and more nerfing of the Terrans.
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10-07-2010   #2 (permalink)
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You mean I won't be able to shoot down that early spire with 4 reapers now? Hax. Although, it does cripple early terran options a lot. For example, it kills 8/9 rax off entirely, and makes 7pool zerg so much more viable. This pretty much forces a wall-off from Terrans, which kinda sucks. Also, who buys a reaper upgrade with the factory up? The transition would have changed to hellion / marauder by then. GG reapers, you were good while you lasted.
 
10-07-2010   #3 (permalink)
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Don't really understand the point of Supply Depot->Barracks
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10-07-2010   #4 (permalink)
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10-08-2010   #5 (permalink)
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Quote:
Originally Posted by Kowiz
Don't really understand the point of Supply Depot->Barracks
So everyone who goes 8-9Rax reaper can QQ. It wasn't nearly as bad as it was before 1.1 though. It was impossible to 14pool expand before that if they went 8rax and bunkered your ramp. It was nonstop reaper ganking and you just one base died.
 
10-08-2010   #6 (permalink)
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Originally Posted by Light
Saw that on TL

The guy who made it, claims to have made it before these 1.2 changes were even announced.

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10-08-2010   #7 (permalink)
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The only thing I like most about the patch, is that roaches get a range upgrade.
They pretty much got beat to shit before they could even reach anything, and got kited hard by rauders and stalkers.

Roaches are a key unit in my zerg strategy early game.
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10-14-2010   #8 (permalink)
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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.
.
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10-14-2010   #9 (permalink)
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Quote:
- Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.
Well shit, I'd have 2k points or more.

Quote:
Roach ranged increased from 3 to 4
My Zerg early game has just been hit by beams of light.

I absolutely disagree with pool at 1,000 HP, it was perfectly fine the way it was.
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10-14-2010   #10 (permalink)
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May as well remove the reaper -.-
 
10-14-2010   #11 (permalink)
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Quote:
Originally Posted by iARE1337
May as well remove the reaper -.-
I disagree.
The reaper may have lost its very early game push, but it's not even close to being absolutely pointless to keep.

A lot of newbies often complain that the unit is useless thanks to the patch.

But it can and always has been a good mid and late game harassment unit.
Aside from you main army, you can utilize say 2-3 reapers to harass the enemies economy as you push toward the front of his base.

So even if you don't successfully push at the front, his economy will strongly falter and you'll have an edge in the next assault.
It's just 50/50 each and that's quite cheap to pull off a worker harass of well over 10-20 probes.
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Last edited by Light; 10-14-2010 at 10:05 PM. Reason: Typo
 
10-15-2010   #12 (permalink)
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Quote:
Originally Posted by Light
It's just 50/50 each and that's quite cheap to pull off a worker harass of well over 10-20 probes.
Three hellions get the job done much faster, build faster, are less fragile, can be reactor'd, and two shot multiple probes when upgraded. Whether or not they can jump up walls is a moot point since medivacs are always empty during an assault and could be used to drop off hellions. On top of all that, you can have them out and burning stuff up by the 4 minute mark. Oh, and you don't need the speed upgrade for them. Finally, most players who mineral dump go for marines. If they are building reapers, they have fewer structures to dump, which makes hellions better again. So, if anything, this patch makes hellions the new reapers.
 
10-16-2010   #13 (permalink)
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Quote:
Originally Posted by VorpalBunny
Three hellions get the job done much faster, build faster, are less fragile, can be reactor'd, and two shot multiple probes when upgraded. Whether or not they can jump up walls is a moot point since medivacs are always empty during an assault and could be used to drop off hellions. On top of all that, you can have them out and burning stuff up by the 4 minute mark. Oh, and you don't need the speed upgrade for them.
So, if anything, this patch makes hellions the new reapers.
I think not.
First off, you're trying to justify that one unit is better than the other.

Anyone can easily argue that one unit does a better job at something than another for multiple things.
But that's not what this discussion is about.

The discussion is that reapers are totally useless all game long and may as well not exist, which is simply not true by any means.
I posted a simple example up above of one way they can be used by a good player to keep the harass going during mid-late game.

Unless you have a valid statement that proves that reapers can't do jack shit all game long, then there is nothing to discuss.
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10-16-2010   #14 (permalink)
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Reapers have always done a shit load of damage to buildings and they're good at sniping workers. Jumping cliffs lets them bypass choke points to harass and people rarely guard cliffs until after you have sent your reapers through a few times.
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10-20-2010   #15 (permalink)
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The role of the reaper is more for scouting and small harass. It's not a main army or a game ender...

And if you ever watched CauthonLuck's TvP FE opening he gets like 2marines, 1 marauder, and 1 reaper to pressure protoss while he expands. He uses the reaper to gain sight on the ramp as he attacks and ends up expanding safely.
 
11-05-2010   #16 (permalink)
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Quote:
Originally Posted by Light
I disagree.
The reaper may have lost its very early game push, but it's not even close to being absolutely pointless to keep.

A lot of newbies often complain that the unit is useless thanks to the patch.

But it can and always has been a good mid and late game harassment unit.
Aside from you main army, you can utilize say 2-3 reapers to harass the enemies economy as you push toward the front of his base.

So even if you don't successfully push at the front, his economy will strongly falter and you'll have an edge in the next assault.
It's just 50/50 each and that's quite cheap to pull off a worker harass of well over 10-20 probes.
10-20 probes form a mid-game Reaper harass is bit hopeful isn't it? Besides, the newbies complaining that Reapers are useless never used then effectively anyways. Reapers for sure lost their early game niche they had but I dtill wouldn't favor them for a mid-late game harass over something like a Banshee. Yes, that's an over-generalized opinion but, the Banshee is more versatile. As far as being useless, a Reaper is still a great unit to scout and take Xel-Naga towers with. The Reaper itself isn't what bothered me, it's the depot before Barracks that concerned me. At least the Reaper is nowhere as useless as the Scout in SC1.

TBH, I'm not really sure what I meant by my original post... I think I was sleep deprived and pissed off with life at the time. ?_?
 

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