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Patch 1.1 Is Coming

Discussion on Patch 1.1 Is Coming within the Starcraft 2 forum part of the Other Online Games category.

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Old   #1
 
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Patch 1.1 Is Coming

Der neue Patch mit erweiterten Features und natürlich mit Balanceänderungen wird am Dienstag den 21. September während den Wartungsarbeiten veröffentlicht.

Ob dies jetzt erstmal nur Amerika betrifft kann ich natürlich nicht sagen, jedoch müssten wir wahrscheinlich im schlimmsten Fall eh nur einen Tag länger warten.
Vllt wird ja kurz darauf auch die angekündigte Banwelle einschlagen.

Quelle



"Patchnotes"

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Old 09/18/2010, 12:11   #2
 
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Ich bin gespannt, welche Strategien sich jetzt entwickeln, wenn der Belagerungspanzer -15dmg erfährt.
Im Prinzip ist der Einzige Weg, einen Space-Marine Cheese abzuwehren, der Belagerungspanzer.

Getechte Marines haben 55hp. Der Panzer macht ungetecht doch 45dmg, oder?
Sagen wir, die Marines sind 3/3 getecht, der Panzer 2/2.

Im Moment ist es so, dass ein Update 5 oder 10dmg dazu rechnet oder?
Sagen wir, dass ein 2/2 getechter Panzer um die 55dmg macht.

1 Schuss => Splasht ein Paar Marines fast zu Tode (Panzerung)

Wenn man clever ist, kann man mit 3 Panzern einen ganzen Cheese abwehren, sofern man die Marines in einen Choke-Point lockt.

Was jetzt passiert, wenn der Panzer 35 Basis-Damage macht, darüber will ich garnicht nachdenken.

Wie will jetzt ein Terraner verhindern, dass er gecheesed wird?
Dann muss er automatisch Belagerungspanzer spamen.

Der Belagerungspanzer ist in meinen Augen das *** im Ärmel eines Terraners und die größte Sorge eines Spielers, der Marines spamt oder grundsätzlich am Cheesen ist.

Aber da Blizzard das anscheinend noch nicht reicht, wird noch der Battlecruiser generft und die Bauzeit der Reaper verlängert.

Oje oje, da bin ich mal gespannt wie sich das auf das Spiel auswirken wird.
Vielleicht gehen ein Paar Pros ja jetzt sogar von Terranern weg.

Ich zitiere gern aus den Patchnotes:

Quote:
I thought the whole point of battlecruisers were a top tier harbringer of death and destruction. They're supposed to be overpowered. They're battlecruisers.
Hoffentlich geht der Schuss nicht nach hinten los.
Auf jeden Fall bleibt es interessant.
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Old 09/18/2010, 12:20   #3
 
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Bin mal auf die genauen Patchnotes gespannt

Den Tank nerf kann ich als Terraner nur begrüßen ,da ich Mech noch nie leiden konnte
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Old 09/18/2010, 15:17   #4
 
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sieht eig relativ gut aus, was man bisher so lesen konnte.
Find den tank nerf etwas krass irgendwie, aber naja.. schau mr mal wie sich's entwickelt

is ja scho bissle älter die news, vllt hat sich noch was getan
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Old 09/18/2010, 15:30   #5
 
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Ich sag so Zerg ist das geilste und bleibt das geilste wenn man richtig spielen kann und das dauert halt ein bisi und die meisten Menschen haben halt keine geduld.Das ist das gute an Zerg die ganzen naps spielen Terraner mal gucken bald kommt das große mimi Zerg ist op
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Old 09/18/2010, 15:33   #6
 
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Richtig, weil man plötzlich nicht mehr mit Battlecruiser und Siege-Tanks alles wegnuken kann.
Bin mal gespannt was das für Wellen schlägt.
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Old 09/18/2010, 16:12   #7



 
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Wird sicherlich interessant, allerdings ist das auch ein harter Rükschlag für Terra.
Mal gucken wie das alles ausgeht
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Old 09/18/2010, 16:38   #8
 
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WArum HArt jetzt braucht man halt bisi skill für Terraner^^
Aber wenn man sich die Ranglsite angucken musste Blizard was machen denn 7T unter top10 ist einfach Fail.


Jetzt kommen die ZErg und überrollen die Terraner^^
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Old 09/18/2010, 16:46   #9
 
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Was für mich interessant ist: Was machen jetzt die ganzen Strategie-Guides, die schon gedruckt sind?

Das offizielle Strategiebuch ist ja jetzt vollkommen verfälscht.
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Old 09/18/2010, 16:58   #10

 
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Quote:
Originally Posted by HElpPLzz View Post
Ich sag so Zerg ist das geilste und bleibt das geilste wenn man richtig spielen kann und das dauert halt ein bisi und die meisten Menschen haben halt keine geduld.Das ist das gute an Zerg die ganzen naps spielen Terraner mal gucken bald kommt das große mimi Zerg ist op
wie oft bist du denn gegen ne faust gelaufen?
wieder einer der gegen nen guten t kein land sieht und ihn op nennt. l2p dude
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Old 09/18/2010, 17:37   #11
 
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@Cloudy
ja Zerg ist halt nicht sone faceroll Rasse wir Terra da braucht man halt bisi L2P.
Aber du bist bestimmt ein T spieler der bald rumheulen wird^^
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Old 09/18/2010, 17:41   #12
 
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Klar die Klasse die man selbst spielt braucht immer am meisten Skill oder? :< Ist immer gut fürs ego sich das einzureden.
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Old 09/18/2010, 18:29   #13



 
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ich bitte euch, dieses flamen hier gleich mal wieder zu beenden! muß doch nicht sein!
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Old 09/21/2010, 19:53   #14
 
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Und hier gibts nochmal nachträglich die offiziellen Patchnotes. Für EU wird der Patch morgen gegen 11 Uhr aufgespielt.

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


Balance Changes

* PROTOSS
o Zealot
+ Build time increased from 33 to 38.
+ Warp Gate cooldown increased from 23 to 28.

* TERRAN
o Battlecruiser
+ Ground damage decreased from 10 to 8.
o Bunker
+ Build time increased from 30 to 35.
o Reaper
+ Build time increased from 40 to 45.
o Siege Tank
+ Siege mode damage changed from 50 to 35 (+15 armored).
+ Upgrade damage changed from +5 to +3 (+2 armored).

* ZERG
o Ultralisk
+ Ram ability removed. Ultralisk will now use normal attack against buildings.
+ Damage decreased from 15 (+25 armored) to 15 (+20 armored).

* Maps
o 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:
o Save Data Conversation State Value (Action).
o Load Data Conversation State Value (Action).
o Players On Team (returns Player Group associated with teams in game lobby).
o Unit Owner Changes (Event).
o Old Unit Owner (returns player ID in response to Unit Owner Changes).
o 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
o Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
o Fixed an issue where players would still receive toasts when their status was set to busy.

* Custom Games
o Default race in a game lobby is now properly set to Random.
o Players can now configure the lobby for 1v5 matches.
o The search functionality for map searches has been improved.
o Lobby hosts will now receive a toast when an invited player declines an invitation.
o Custom game lobbies will now remember the game mode chosen under a category.
o Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
o Fixed an issue where custom maps could not be reported from the map preview screen.

* Gameplay
o 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
o 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.
o 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.
o Zerg
+ Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.

* StarCraft II Editor
o The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
o Loading screen progress bar option now works when using Melee loading screen type.
o Test Document now works properly on maps with Battle.net-only dependencies.
o Publishing a new file using Major revision will now properly set the document version to 1.0.
o Publish dialog now properly remembers the Show Real Name setting from previous publish.
o File preview panel now displays author's real name if that option was set during publishing.
o The Import module will now allow importing an override Assets.txt file.
o Undoing a terrain object modification will now also undo associated terrain changes.
o Editor will display document text from another locale if no text for the active locale exists.
o Copying points with custom models will display the model properly on the pasted point.
o It is no longer possible to have multiple default variants in the Game Variants dialog.
o Removed icon support for attribute and variant definitions, as Battle.net does not display these.
o Fixed issues with invalid map bounds when creating 32x32 maps.
o Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
o Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
o Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
o Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
o Fixed an issue with the Unit Manipulates Item trigger.
o Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
o Fixed preview panel display in Terrain Editor palettes.
o Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
o Fixed initial display of variables in the Trigger Debugging Window.
o Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
o Fixed action list when modifying a Custom Script action without sub-views enabled.
o Fixed loading map dependency data.
o Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.

* Technical Issues
o Fixed an issue where unplugging headphones could cause the game to freeze.
o Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game.
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Old 09/21/2010, 20:55   #15
 
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I like!

Kann das ganze geheule auf teamliquid eigentlich nicht verstehen.

Ich weiß ja nicht wo die zerg spieler ein Problem sehen jetzt nach dem Mech nerf wird halt vermehrt bio gespielt da sollte sich jeder zerg spieler freuen.

In 1k-1,2k diamond sieht man sogut wie nie einen terraner der seinen bioball schön aufteilt gegen zerg.
Jeder geklumpte Bioball sollte für Zerg ein leichtes Spiel sein.
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