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Patch 1.1
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Sypher



Joined: 18 Sep 2000
Posts: 5698
Location: Detroit, MI
Patch 1.1

http://us.starcraft2.com/launcher/patch-notes.htm


quote:
StarCraft II: Wings of Liberty - Patch 1.1.0

To get the latest news and interact with the community, visit our StarCraft II website. Be sure to check out our Game Guide for an in-depth look at StarCraft II gameplay. We wish you all the best on your journeys through the embattled Koprulu Sector!



General

The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
(Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit www.nvidia.com/Starcraft3D


Balance Changes

PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.
TERRAN
Battlecruiser
Ground damage decreased from 10 to 8.
Bunker
Build time increased from 30 to 35.
Reaper
Build time increased from 40 to 45.
Siege Tank
Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).
ZERG
Ultralisk
Ram ability removed. Ultralisk will now use normal attack against buildings.
Damage decreased from 15 (+25 armored) to 15 (+20 armored).
Maps
Desert Oasis
Destructible Rocks have been added to make natural expansions easier to protect.
Center Xel'Naga Tower area has been narrowed.


StarCraft II Editor Improvements

Added new requirement types: Odd, Divide, Mod, Multiply.
Added a chance field to effect data.
Added support for the Slider dialog control type.
Added a trigger to deal damage from a unit.
Added a trigger event response to provide the amount a player or unit property changes.
Added a trigger event when an effect executes.
New Trigger Editor functions:
Save Data Conversation State Value (Action).
Load Data Conversation State Value (Action).
Players On Team (returns Player Group associated with teams in game lobby).
Unit Owner Changes (Event).
Old Unit Owner (returns player ID in response to Unit Owner Changes).
New Unit Owner (returns player ID in response to Unit Owner Changes).
XP, Level, and Bounty unit properties can now be modified by triggers.
Banks now save/restore XP, learned abilities, and items.
Message Window now includes a time stamp for each message.
An actor event is now dispatched when a missile cannot hit its target.
When loading documents with Battle.net-only dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
The Custom game variant is no longer automatically included when other non-default variants are defined.
Increased the maximum recharge vital rate for heal effects.


Bug Fixes

Battle.net
Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
Fixed an issue where players would still receive toasts when their status was set to busy.
Custom Games
Default race in a game lobby is now properly set to Random.
Players can now configure the lobby for 1v5 matches.
The search functionality for map searches has been improved.
Lobby hosts will now receive a toast when an invited player declines an invitation.
Custom game lobbies will now remember the game mode chosen under a category.
Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
Fixed an issue where custom maps could not be reported from the map preview screen.
Gameplay
General
If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
Structures damaged during construction will no longer count towards structures lost.
Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
Fixed an issue with inventory drop range checks.
Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card
Interface
Queue tooltips now display information about what is in progress.
Fixed an issue where the back button would not always return players to the score screen properly.
Terran
Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
SCVs will now load into the closest Command Center if multiple are within range.
Zerg
Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.
StarCraft II Editor
The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
Loading screen progress bar option now works when using Melee loading screen type.
Test Document now works properly on maps with Battle.net-only dependencies.
Publishing a new file using Major revision will now properly set the document version to 1.0.
Publish dialog now properly remembers the Show Real Name setting from previous publish.
File preview panel now displays author's real name if that option was set during publishing.
The Import module will now allow importing an override Assets.txt file.
Undoing a terrain object modification will now also undo associated terrain changes.
Editor will display document text from another locale if no text for the active locale exists.
Copying points with custom models will display the model properly on the pasted point.
It is no longer possible to have multiple default variants in the Game Variants dialog.
Removed icon support for attribute and variant definitions, as Battle.net does not display these.
Fixed issues with invalid map bounds when creating 32x32 maps.
Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
Fixed an issue with the Unit Manipulates Item trigger.
Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
Fixed preview panel display in Terrain Editor palettes.
Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
Fixed initial display of variables in the Trigger Debugging Window.
Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
Fixed action list when modifying a Custom Script action without sub-views enabled.
Fixed loading map dependency data.
Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.
Technical Issues
Fixed an issue where unplugging headphones could cause the game to freeze.
Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game.


Seriously thinking of switching races.
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"I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy

Post Tue Sep 21, 2010 10:37 am 
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foonat



Joined: 09 Mar 2003
Posts: 7716

i've been playing terran the past week, mass of stimmed bio ball destroying a hatchery in about 5 seconds is too fun

Post Tue Sep 21, 2010 10:44 am 
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Sypher



Joined: 18 Sep 2000
Posts: 5698
Location: Detroit, MI

yah, right clicking hatches is a very usefull skill toi have
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"I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy

Post Tue Sep 21, 2010 11:04 am 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

Damn, lots of crying about this patch over on: teamliquid
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Post Tue Sep 21, 2010 11:07 am 
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Sypher



Joined: 18 Sep 2000
Posts: 5698
Location: Detroit, MI

you have to admit. It is a pretty bad patch.
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"I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy

Post Tue Sep 21, 2010 11:22 am 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

I still like this one:

quote:
Originally posted by
brb learning terran

ok im back

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Give me a lever long enough and I shall move the world. - Archimedes

Post Tue Sep 21, 2010 11:29 am 
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Aerasal



Joined: 02 Feb 2004
Posts: 3437

lol why did they take over a month to make such minuscule changes? have to agree with the sentiment on team liquid, the retarded situation report preview of patch 1.1 implied larger changes were coming.

Post Tue Sep 21, 2010 11:29 am 
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DrunkeN



Joined: 20 Jul 2001
Posts: 616

Can't please the noobs, this patch changes very little. In game clock is prolly the worst idea.
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Post Tue Sep 21, 2010 11:33 am 
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Rat



Joined: 24 Mar 2005
Posts: 1045

disappointed
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Post Tue Sep 21, 2010 11:44 am 
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$paCe



Joined: 23 Feb 2010
Posts: 4911

basically protoss and terran got nerfed down and zerg still suck just as bad. This is atleast a bit more reasonable.

Post Tue Sep 21, 2010 11:50 am 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

BC rushing is OP - taken care of
zealot rushing vs zerg - taken care of
99% of protoss relying on 4 gate pushes to win - taken care of
a few tanks one shotting 50 zerglings - taken care of
mass reapers vs zerg as well as just all in reaper rushes - taken care of
marine/bunker rushes - taken care of (sort of)

So essentially they've sorted out all of the degenerate strategies that have evolved. I still want to see some kind of marauder/void ray nerfs. I'm kind of worried that this patch will just have more people making more of these units which are both OP.

Only change I don't really like is the ultralisk nerf because I've pretty much ran over my last 20 protoss matchups on ladder with them.

Post Tue Sep 21, 2010 12:29 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

quote:
Originally posted by turtleman@can
Only change I don't really like is the ultralisk nerf because I've pretty much ran over my last 20 protoss matchups on ladder with them.
Perhaps it was a sorely needed nerf then?
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Give me a lever long enough and I shall move the world. - Archimedes

Post Tue Sep 21, 2010 12:37 pm 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

I think the ultra changes are probably necessary with the toss nerfs so I don't really think the small change is going to have any significant impact.

Not sure why you're bitching sypher, most of these changes benefit zerg greatly.

Post Tue Sep 21, 2010 12:56 pm 
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Biggs.



Joined: 04 Jul 2003
Posts: 415

I`ll say it again, nerf marauders. I don´t mind about the tanks, is that newb ass terran bioball that is OP.
Also, stimmed marauders look ridiculous moving that fast.

Post Tue Sep 21, 2010 1:21 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

quote:
Originally posted by Biggs.
I`ll say it again, nerf marauders. I don´t mind about the tanks, is that newb ass terran bioball that is OP.
Also, stimmed marauders look ridiculous moving that fast.
I wouldn't mind a mild marauder nerf, but your idea of no stim was weak.
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Give me a lever long enough and I shall move the world. - Archimedes

Post Tue Sep 21, 2010 1:28 pm 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

also i just learned that the ram attack is actually the same dps as the regular attack when attacking buildings, except that it also does splash damage to surrounding buildings/units. So this isn't even a nerf. I was thinking of walled in protoss buildings when I posted that. I knew it did splash dmg but I didn't know it did the same single target dps as ram also (or roughly the same). Which is one of the only ways a protoss player can stop my ultras. Hiding behind his buildings like a bitch.

Post Tue Sep 21, 2010 1:54 pm 
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Biggs.



Joined: 04 Jul 2003
Posts: 415

quote:
Originally posted by kublikhan
quote:
Originally posted by Biggs.
I`ll say it again, nerf marauders. I don´t mind about the tanks, is that newb ass terran bioball that is OP.
Also, stimmed marauders look ridiculous moving that fast.
I wouldn't mind a mild marauder nerf, but your idea of no stim was weak.


Ok, make them cost more, or weaker.
I still think that stimmed marauders look ridiculous. It is suppose to be a heavy armor.

Post Tue Sep 21, 2010 2:11 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

quote:
Originally posted by turtleman@can
also i just learned that the ram attack is actually the same dps as the regular attack when attacking buildings, except that it also does splash damage to surrounding buildings/units. So this isn't even a nerf. I was thinking of walled in protoss buildings when I posted that. I knew it did splash dmg but I didn't know it did the same single target dps as ram also (or roughly the same). Which is one of the only ways a protoss player can stop my ultras. Hiding behind his buildings like a bitch.
It should also make it easier for ultras to kill something like a PF being repaired by a buttload of scvs, because now the scvs will take splash damage.

I don't play zerg or toss, but wouldn't immortals/void rays rape ultras?
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Post Tue Sep 21, 2010 2:12 pm 
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Biggs.



Joined: 04 Jul 2003
Posts: 415

quote:
Originally posted by kublikhan
quote:
Originally posted by turtleman@can
also i just learned that the ram attack is actually the same dps as the regular attack when attacking buildings, except that it also does splash damage to surrounding buildings/units. So this isn't even a nerf. I was thinking of walled in protoss buildings when I posted that. I knew it did splash dmg but I didn't know it did the same single target dps as ram also (or roughly the same). Which is one of the only ways a protoss player can stop my ultras. Hiding behind his buildings like a bitch.
It should also make it easier for ultras to kill something like a PF being repaired by a buttload of scvs, because now the scvs will take splash damage.

I don't play zerg or toss, but wouldn't immortals/void rays rape ultras?


Ultras rape everything.
Also, PF are way too strong right now, since your army won`t attack the repairing scvs and you need to attack them one at a time, and thats is a lot of micro.

Post Tue Sep 21, 2010 2:16 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

quote:
Originally posted by Biggs.
Ultras rape everything.
Also, PF are way too strong right now, since your army won`t attack the repairing scvs and you need to attack them one at a time, and thats is a lot of micro.
As terran, I phear ultras. I usually cheese zerg players to keep them on 1 base just to stop them from getting ultras.
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Give me a lever long enough and I shall move the world. - Archimedes

Last edited by kublikhan on Tue Sep 21, 2010 2:21 pm; edited 1 time in total

Post Tue Sep 21, 2010 2:19 pm 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

immortals do rape ultras and this patch will amplify that. void rays own them too. archons aren't bad vs them either.

Post Tue Sep 21, 2010 2:20 pm 
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Biggs.



Joined: 04 Jul 2003
Posts: 415

quote:
Originally posted by turtleman@can
immortals do rape ultras and this patch will amplify that. void rays own them too. archons aren't bad vs them either.


Void rays should be nerfed, and archons should be powered, right now they are pretty much useless.
I also hate broodlords, but thats probably just me.

Post Tue Sep 21, 2010 2:35 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

Seems like they listened to Idra's suggestions:

quote:
Originally posted by Idra
while terran is very strong it may be blown out of proportion by the fact that terran virtually always enters the mid game with a significant advantage. reaper and bunker rushes, zealot rushes as well, need to be significantly nerfed. i suspect roaches or neural parasite will still need to be buffed after that, but the early game changes should be made first and then evaluated.

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Post Tue Sep 21, 2010 3:01 pm 
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Shotgun_



Joined: 18 Feb 2003
Posts: 7135

Lol, its pretty clear to me you're all newbies. Terran aren't OP at all, you just don't know how to play your races. Protoss were the strongest race pre this patch. I believe it's abit more even now.
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Post Tue Sep 21, 2010 5:37 pm 
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Biggs.



Joined: 04 Jul 2003
Posts: 415

quote:
Originally posted by Shotgun_
Lol, its pretty clear to me you're all newbies. Terran aren't OP at all, you just don't know how to play your races. Protoss were the strongest race pre this patch. I believe it's abit more even now.


newb.

Post Tue Sep 21, 2010 6:18 pm 
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Kith-Kanin



Joined: 15 Sep 2000
Posts: 4449

I would like to see marauders with 25 less hp. 125 down to 100. I could handle their large damage but their survivability is too high.

Voidrays need to do like -10 damage to armored. That would somewhat stop their base raping abilities.

I'd like to see a small buff to roaches. Maybe increase their armor to 2 again.

I'd like to see a speed buff to the Mothership--it's one of the worst units in the game right now for the cost.

Finally, I'd like to see an overall speed buff to the hydralisk.

I think those small changes would balance things quite well, imo.

Post Tue Sep 21, 2010 6:20 pm 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

I pretty much agree with kith except I think void rays also need a speed decrease until they get the upgrade. They're not exactly fast but you shouldn't be able to send something that devastating into someone's base that early in the game and not lose it if it fails.

I've decided that I'm going to baneling bust every terran player I face on the ladder until the next patch. I just got manhandled by 5 rax reaper rush transition to mmm, watched the replay and I literally don't think I could have won if I had a maphack.

Post Tue Sep 21, 2010 6:53 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

quote:
Originally posted by turtleman@can
I pretty much agree with kith except I think void rays also need a speed decrease until they get the upgrade. They're not exactly fast but you shouldn't be able to send something that devastating into someone's base that early in the game and not lose it if it fails.

I've decided that I'm going to baneling bust every terran player I face on the ladder until the next patch. I just got manhandled by 5 rax reaper rush transition to mmm, watched the replay and I literally don't think I could have won if I had a maphack.
Post the replay.
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Give me a lever long enough and I shall move the world. - Archimedes

Post Tue Sep 21, 2010 6:58 pm 
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turtleman@can



Joined: 08 Apr 2003
Posts: 8841
Location: Canada

http://www.mediafire.com/?knmmt2aqkr598z3

Post Tue Sep 21, 2010 7:50 pm 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

Eeewww. If you see he switched to pumping heavy marauder, don't pump roaches/ultras. Marauders counter both roaches and ultras. You shoulda stopped making roaches after the reaper harass stopped. Ling/bling woulda been more effective, with either infestors(fungal growth) backing them up or broodlords.
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Give me a lever long enough and I shall move the world. - Archimedes

Post Tue Sep 21, 2010 10:31 pm 
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