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fs_xyz
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« Reply #25 on: May 06, 2010, 09:01:59 AM » |
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« Reply #26 on: May 06, 2010, 02:20:13 PM » |
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« Last Edit: May 06, 2010, 02:21:47 PM by p a n z z »
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« Reply #27 on: May 07, 2010, 09:15:07 AM » |
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patch 11 http://forums.battle.net/thread.html?topicId=23094049316&sid=5000Tidak ada perubahan status balance. Yg ada bug fix dan pengubahan shortcut. EDIT : Ternyata ada beberapa perubahan X_X.... blue postnya terpisah sih >_< http://forums.battle.net/thread.html?topicId=24702391969&sid=5000Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.
Battlecruiser -The build time has been decreased from 110 to 90.
We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.
Hellion- The range has been increased from 5 to 6.
This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.
Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core.
We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.
Siege Tank- Life increased from 150 to 160.
Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.
Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150.
The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.
The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.
The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines.
Archon- The splash radius has been increased from 0.8 to 1.
This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).
Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65.
The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.
Phoenix - Can now attack while moving.
This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.
Sentry- The damage has been decreased from 8 to 6.
We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.
Broodlord- Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1.
Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.
Corruptor- Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures.
All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.
Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100.
The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.
Spine Crawler- The root time has been increased from 6 to 12.
At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”
Ultralisk- Damage has been increased from 18 to 25. We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch.
What’s Next?
We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units.
EDIT ..... >_> http://forums.battle.net/thread.html?topicId=24702391825&pageNo=1&sid=5000#0Hasil survey blizzard terhadap 60000 responden beta tentang unit baru.
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« Last Edit: May 07, 2010, 10:05:30 AM by fs_xyz »
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« Reply #28 on: May 07, 2010, 10:37:18 AM » |
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roach fav new unit, iya lah mana ada dulu zerg awal2 dikasih unit yang rada kuat + ini range lage  hellion juga mustinya di kasih skill, misalnya bunuh diri damage area gitu 
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Mario
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« Reply #29 on: May 07, 2010, 10:39:42 AM » |
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hmm.. kok gw ga bs patching yg patch 11 ini? emang blm muncul?
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« Reply #30 on: May 07, 2010, 10:45:45 AM » |
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RVINE, Calif. – May 5, 2010 – Blizzard Entertainment, Inc. announced today that its Battle.net® gaming service will integrate with Facebook®, linking the world's premier online gaming platform with the world's most popular social platform. The first step in the integration will enable StarCraft® II: Wings of Liberty™ players to quickly add Blizzard gamers who are friends on Facebook to their Battle.net friend lists, facilitating their social gaming experience on the service.
"We're pleased to be working with Facebook to integrate their platform with Battle.net to enhance the social-entertainment experience for our players," said Paul Sams, chief operating officer of Blizzard Entertainment. "This new functionality will make it easier than ever to connect with friends on Battle.net and play StarCraft II and future Blizzard Entertainment games together."
The new Facebook functionality in Battle.net will be tested in the near future via the ongoing StarCraft II: Wings of Liberty beta test and will be available to all StarCraft II players when the game ships later this year. Information about other Facebook-related features on Battle.net will be announced at a later date.
Facebook® is a registered trademark of Facebook Inc. g tertarik sama berita yang battle.net tadi g cari2 info, ternyata fitur keseluruhannya belum lengkap yang pasti cuman buat pindahin list temen facebook ke list temen di battle.net doank intinya mungkin ntar bakal ada achivement yang bakalan bisa di post di wall facebook juga 
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fs_xyz
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« Reply #31 on: May 07, 2010, 11:58:01 AM » |
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Mekanisme mothership ke phoenix ( attack while moving ) http://www.youtube.com/watch?v=31kSA0Guqpo
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« Reply #32 on: May 07, 2010, 05:49:45 PM » |
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Agak imba kan kaya gitu?
Phoenix bisa jadi anti air sejati itu di SC 2
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Alzar=Corda= Go RTS Go !!! StarCraft 2 : Corda (414) SEA Server IDGS: MountainKing WarCraft 3 (Lordaeron) : CordaX L4D 1 & 2 : Corda Play RTS ! My blog : http://cordablogs.blogspot.com
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fs_xyz
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« Reply #33 on: May 08, 2010, 10:18:21 AM » |
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« Reply #34 on: May 08, 2010, 01:39:51 PM » |
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Players who prefer to make a one-time payment for unlimited access to the StarCraft II single-player campaign and multiplayer play on Battle.net will have the option to purchase and download an unlimited-access version of the game directly from Blizzard Entertainment at pricing similar to the US price of $59.99USD. ga salah tuh access single-player campaign bayar perbulan??? gila apa lagian harga yang accessnya di batesin cuman beda 10$ USD sama yang full access ?
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fs_xyz
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« Reply #35 on: May 08, 2010, 02:19:00 PM » |
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Single player ada fiturnya yg nyambung ke b.net yaitu sebagai achievement. Misal : ngancurin 200 zergling hanya dengan 1 bunker...
Bukan fitur penting tapi untuk mendapatkan achievemnt tersebut... player tersebut harus terhubung ke b.net.
Dan berhubung 2 negara itu ada yg b.netnya non gratis.... ya gitu deh.
Lebih cocoknya sih, bagi yg mau mendapat achievement single player.... harus membayar. ( karena buat dapeting achievementnya harus nyambung b.net )
Tapi untuk single playernay sendiri, tidak, karena single playernya adalah offline, online ke b.net cuman buat ambil achievement.
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« Reply #36 on: May 08, 2010, 07:13:47 PM » |
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Kalo mao multiplayer juga ttp bayar kan??
Buset dah buset... Nyari untung banget si blizzard...
Takut pembajakan kale yah? Hahaha....
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Alzar=Corda= Go RTS Go !!! StarCraft 2 : Corda (414) SEA Server IDGS: MountainKing WarCraft 3 (Lordaeron) : CordaX L4D 1 & 2 : Corda Play RTS ! My blog : http://cordablogs.blogspot.com
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fs_xyz
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« Reply #37 on: May 10, 2010, 06:14:50 PM » |
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fs_xyz
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« Reply #38 on: May 11, 2010, 11:34:45 AM » |
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http://starcraft.incgamers.com/blog/comments/mini-thor-in-wow/.... entah mengapa... tapi aku lebih suka model chibi ini daripada unit aslinya di sc2....
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« Reply #39 on: May 14, 2010, 08:51:56 AM » |
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http://forums.battle.net/thread.html?topicId=24702406287&sid=5000http://forums.battle.net/thread.html?topicId=23094049316&sid=5000Patch 12.... Thor - Radius decreased from 1.375 to 0.8125. Model size reduced to match new radius.
We have reduced the physical and pathing size of the Thor just to make him more useable. This will end up being a minor buff to the Thor (which he didn’t really need). We made the change just to make him less frustrating to use. We’ll be keeping a close eye on how this change plays out and if Thors become too dominant we will deal with them in other ways in future patches.
Forge - Build time increased from 35 to 45. Life and shield values decreased from 550/550 to 400/400.
We are seeing a Photon Cannon rush against protoss and zerg. Against protoss, players usually use a cliff edge or the enemy minerals in combination with their forge to protect their pylon. Against zerg, you can use the Forge and Pylon to block the zerg player’s ramp. We have a few numbers we can tweak to fix this, build time on the Forge being the most obvious. However if we make the build time too high it will be difficult to panic build a Forge and Cannons to block a badly played cloak attack. So we are going to try a mixture of health nerfs to the Forge and a small timing change.
Mothership - Vortex now removes Force Fields within its area of effect.
Vortex continues to be an exciting ability with some known issues. Limiting how Force Fields are used around Vortexes will help fix a few exploitable situations. Our thanks go to the community for continuing to find and report issues with it. =)
Roach - Supply count increased from 1 to 2.
Roaches are just too mighty to be a 1 supply unit. In 200 supply battles Roaches can be very difficult to deal with even with the correct counters in play by protoss or terran players.
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« Reply #40 on: May 14, 2010, 07:35:56 PM » |
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Kalo mao multiplayer juga ttp bayar kan??
Buset dah buset... Nyari untung banget si blizzard...
Takut pembajakan kale yah? Hahaha....
ngg.. itu kayanya cuma di brazil & rusia aja deh.. lagian kan tar blizzard kasih option buat player. mau upgrade sc2 nya spy bisa maen di b.net2 forever ato tetep bayar per bulan..
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fs_xyz
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« Reply #41 on: May 17, 2010, 10:03:29 AM » |
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http://starcraft.incgamers.com/blog/comments/8-bi-starcraft/Cukup creative... jadi teringat2x masa2x main lode runner versi pertama kali.
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fs_xyz
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« Reply #42 on: May 18, 2010, 05:30:13 PM » |
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« Reply #43 on: May 20, 2010, 09:12:45 AM » |
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fs_xyz
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« Reply #44 on: May 21, 2010, 09:19:40 AM » |
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fs_xyz
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« Reply #46 on: May 21, 2010, 12:09:38 PM » |
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Patch 13 !!! http://forums.battle.net/thread.html?topicId=23094049316&sid=5000detail sebab akibat perubahan : http://forums.battle.net/thread.html?topicId=25026452511&sid=5000Sentry Force Fields - Force Fields can now be destroyed by Massive ground units walking over them.
We are seeing a lot of great games that rely on Force Field as a key part of protoss strategy. The ability is fun, but we do want to create some more options for enemy players to deal with Force Fields to create some additional gameplay choices in a fight against the protoss. Now Massive units (Thor, Colossus, Ultralisk) will smash a Force Field if they are told to move through them. Ultralisks can use this ability to lead a Zerg charge onto a protoss position while protoss players can use their Colossus in an emergency to allow their army to attack or retreat.
Ultralisk - Life decreased from 600 to 450. Damage changed from 25 to 15 (+25 Armored). Damage versus structures increased from 60 to 75.
We have put in a large number of buffs to the Ultralisk to allow him to close the gap on his enemies. The Ultralisk can now ignore Force Fields and with the Infestor’s Frenzy ability he can ignore all of the ways that the enemy could slow or disable him. With all of these buffs the Ultralisk needed to be rebalanced. We are focusing him more as an anti-armored unit since zerg players already have a few ways to deal with mass light units (Banelings and Fungal Growth). This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios.
Infestor - Infested Terrans spell removed. Frenzy spell added: Costs 25 energy - Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.
We are cutting Infested Terrans since the ability rarely saw use. We have buffed this ability in internal testing and were unable to find a place in which we were happy with it on the Infestor. We are introducing a new ability called “Frenzy” that is especially useful for the short range zerg to get close up to the enemy to do some real damage. Frenzy should be especially helpful on Ultralisks who are trying to get past Thor Strike Cannons, Fungal Growth, or Neural Parasite.
Overseer - Contaminate spell added: Costs 75 energy - Targets a single enemy structure which cannot train units or research upgrades for 30 seconds. Infested Terran spell added: Costs 125 energy - Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.
The Overseer is designed as a harassment caster. We don’t want to see hundreds of Overseers flying around, but we do like the ability for the zerg to annoy and harass the enemy with spells like Changeling. We added two abilities on the Overseer that were recently removed from other more “combat oriented” units. We expect that player’s will still build 1-2 Overseers to watch the enemy base and provide detection support for your force, but now you can also use the Overseer’s energy to disrupt enemy production and research, or to make small drops that force the enemy to spread their forces.
Void Rays - Range decreased from 7 to 6.
Void Rays are being used aggressively against terrans now, using their range and speed to trap a terran player in their base. This is pretty fun for the protoss player but at a variety of skill levels it is too difficult for the terran player to stop, even if the player sees it coming with good scouting. We think a slight range reduction will help with this match-up without doing too much damage to other matchups.
Terran Upgrades - Marine - Stimpack research cost decreased from 150/150 to 100/100. Combat Shield research cost decreased from 150/150 to 100/100.
We still believe that the terrans are spending too much on infrastructure and are struggling to compete at certain times in the game against the protoss. Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force.
zergnya ngeri bo !!! X_X
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« Reply #47 on: May 27, 2010, 12:12:16 PM » |
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« Reply #49 on: May 28, 2010, 11:07:03 AM » |
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