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【情報】9/22 更新1.1版本! 早上5點到11點

http://us.battle.net/sc2/en/blog/692221

The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Tuesday, September 21. The maintenance period will begin at 5:00 a.m. and last until approximately 11:00 a.m. PDT. You can read all about our plans for patch 1.1 in the Situation Report.




Balance Changes

We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.

Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.

And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!
2010-09-18 11:02 發佈
不會吧, 竟然增加狂戰士和死神的生產時間, 還說這樣對蟲族的早期發展比較公平。
什麼話, 蟲族一開始的6狗快攻根本是新手的惡夢 !
用落單的狂戰士或死神根本就是被圍毆的份, 只能靠建築物擋 。
難道玩神族和人類都只能先等蟲族來打才算公平?
因為野死神與野傳送門狂戰士
在現在這個版本很常出現
大大縮短兵力到對方家裡的距離

六狗再快也是要從自己家跑到別人家

另外六狗我覺得除了特定很容易快攻的地圖之外
正常來說 要能擋的下來才行
神或人的封門玩法 並不會影響到之後的出兵或是移動
看不懂後半段的意思。
距離對蟲族根本不是問題
若蟲族那麼吃虧, 為何用它的人特別多?
我個人覺得蟲族最好用,因為小狗速度實在太快
初期亂人太容易了,狂戰士和死神根本追不上
只能先守後攻,這樣在初期的戰術實在太無趣
暴風雪公司該不會是希望大家多玩防守,讓遊戲比較不會太快結束
這樣遊戲也會比較好賣?

差別是6pool只要被偵查到的話就幾乎是輸定了
只要放下一個定點防禦物再加上少量的工兵控制就很容易防守
而只要一被擋下來蟲族的經濟就完蛋了

而且在大一點的地圖只要那六隻ling跑錯地方的話也是完蛋
EDALBNUG wrote:
差別是6pool只要...(恕刪)
您應該是有點水準的玩家吧
我不認為蟲族的經濟會弱到哪裡去, 因為異化蟲夠便宜
小狗快攻一開始生出的地一隻異化蟲就已經跑出去探路了
等生到第六隻還找不到敵方只能怪自己太遜
而神族或人類就算用建築擋住也有被拆掉的顧慮
那蟲族玩家若選擇繞道從後面打掉石頭進來呢
那我是不是就得蓋光砲或生陸戰隊?
結果還是得先防守,也就是處於被動狀態
我想表達的是每個種族應該都擁有自己的快攻方式
若照這樣改只會看到更多人選擇蟲族就沒意思了


給我英文原音的patch阿~~


~~~
ezplay wrote:
http://us....(恕刪)

原文寫 9/21,標題寫 9/22,到底是哪天?
為何虫族都沒改 真不公平 新單位又多 而且空軍也強 跟本就imba 有點不想玩了 真沒沒意思 一開始就6d 過來走飛堂 沒守好馬上gg 玩虫足真是簡單 爆兵快 一波一波海過去就贏了 那像神 跟人還要控一堆單位 生產個單位還要蓋一堆建築
solidbrass wrote:
您應該是有點水準的玩...(恕刪)


只對您的回文來說
小狗一次是出來六隻的
沒有那種出來一隻抓去探路(而且一次出來都是兩隻
再說狗要打破石頭的時間如果你還沒兵
那也只能說你沒玩過蟲族
johnworld
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