- Jan 19, 2005
Hai, bă, că era mișto The Shattered Temple.
We have not kept the shredder, and even the warhound is in contention.
If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals).
We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic.
The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut.
The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets.
We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.
The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.
We have decided to keep the overseer and make the viper a pure caster.
We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms.
Here’s the situation:
Globally, all matchups below pro-level are pretty balanced.
Zerg at the pro-level are struggling a bit to scout effectively in the early game.
Zerg at the pro-level are slightly too susceptible to all-in rushes.
Protoss at the pro-level are doing well, but not at the very top of the pro-level.
Modificare absolut din senin, nenecesară și exagerată care înseamnă că nu poți să mai ascunzi NIMIC (ceea ce oricum era complicat).Here’s what we’re testing:
Overlord movement speed increased to 0.586, up from 0.4687. Upgraded overlord movement speed unchanged.
Get the fuck out!Queen starting energy increased to 50, up from 25.
Alta din senin, care înseamnă că cloaked banshee devine utilizabilă doar în TvT.Observer build time decreased to 30, down from 40.
Here's a list of some of the features we are planning to release at or around the launch of Heart of the Swarm:
Multiplayer resume from replay
Multiplayer replay viewing
On May 11, after a brief maintenance period in each region, the following balance changes will take effect globally:
Observer build time decreased from 40 to 30 seconds
Overlord movement speed increased from 0.4687 to 0.586
Queen anti-ground weapon attack range increased from 3 to 5