http://kr.battle.net/sc2/ko/profile/2902530/1/Yatagaras/
http://us.battle.net/sc2/en/profile/4190242/1/Yatagaras/
What I am going to introduce now is the 'Extension Mod' which can be applied to all the melee map at custom game. Are you tired and feel strenuous because of Legacy of the Void's fastest game speed, combat which ends in a flash, excessive micro-control request, insufficient resources amounts and feel oppresion for having to expand quickly? Let me give you a suggestion - Please join Community Patch Mod. In Multiplayer - Custom game, select the any melee map and search 'CommunityPatchYatagarasMod' in extension mod and apply it.
battlenet:://starcraft/map/1/285512
battlenet:://starcraft/group/1/378496
StarCraft II was released as a sequel to StarCraft: Brood War. Brood War is a game characterized to control massive amount of forces simultaneously, occupying zone which expands over time. It was a very historic game as E-Sports.
The key points of successful sequel game is to adopt core contents of original game and add some creative elements with advanced technique and technology. Long-time fans may feel kind of repulsion if there’s big changes on original mechanism and they may cognize it as a total different game. Characteristics of Brood War arise from the prior work of blizzard : the Warcraft 2. It’s the reason why Warcraft 2 and 3 must be different from the ground up each other. nevertheless Warcraft 3 made huge success with its unique differentiation that merging RPG contents and RTS genre.
StarCraft II has taken over the big frame of the Brood War gameplay. it seems that the in-game components have been handed down well, but there are many changes. Changes such as 'alteration of production optimization due to changes harvesting efficiency of workers', 'Warp Gates that can easily increase the firepower by shortening the rush distance when attacking the enemy area', 'greatly increased the number of units unique abilities', 'strengthening of the Ground-Attack Aircraft', 'enhanced user interface features such as multiple selection of buildings and convenience', 'reduce resources amounts', 'rapidly increasing DPS performance of combat units' may belong to these differences.
In the past, StarCraft II had very high ratings on Twitch broadcasts and many Ladder users. but now Ladder users has decreased so much, and the number of SC2 viewers had greatly reduced even if there is ongoing Premiere WCS Leagues broadcast too. Community Patch Mod redesigned the game because I decided some of the changes that StarCraft II has gone through had bad influences, make gamers tired, and that gave the fans who have played the original to a lot of sense of discomfort and dissapointment because it did not faithfully inherit the unique aspect of the original. I focused on easing these problems but making use a few of StarCraft II's characteristics. And I wanted to make StarCraft II a sequel to Brood war perfectly, more similar to the original, StarCraft's own continuous guerilla and strategies with Massive Command Tactics.
The following is histories of changes in this mod, their description and reason.
[Summary of Gameplay Changes]
Rolled back amount of resources to WoL / HotS.
- 1. Low amounts of partial Mineral Fields can be confusing seriously to players especially terran using MULE because Mineral Fields are placed differently according as the map and creator.
- 2. StarCraft is the game with the resource system that has optimum level and limitation in harvesting efficiency, send multiple workers as much as resource objects and harvesting gradually, and must continue to receive supplies. Rapid depletion of Mineral Fields leads directly to reduce income, and declining income decrease the diversity and chance of strategic tactics due to shortage of supply. This is forcing faction disadvantaged tactically to expand quick, which is not appropriate to defend against the irregular StarCraft II's fast attack and diversionary tactic strategies. It is also a more beneficial element to the Terran that can move the Command Center. Some people are worried about 'Turtling' excessive due to rolled-back of resources amounts, I have been constantly tested and found out that the specific units and maps were the cause, and resources weren't related. Please refer to the following discussed later Zergling, Infestor, Raven, Viper, and Tempest.
Removed "pushing friendly and allied units" function. Formation Diameter increased from 6, 8 to 12. All of air units Seperation Radius increased by 0.25
- Since Wings of Liberty, StarCraft II was pointed out that the engagement reaction golden-time and sustainment capability is too short from old players persistingly. because maximized firepower of splash damage units is due to that unit groups always maintain 'massed formation as crumpling' excessively. StarCraft II Development Team rejected to resolve the 'massed formation as crumpling' because the its core function is powered by the function 'Pushing', if disable it, The pathfinding function of the units is fallenoff. However, as I continued to observe, StarCraft II's pathfinding functionality was not good originally. About this "Pathing", in New Gettysburg-the ladder map, when send air units from main base to opponents base, units will not recgonized the Airblockers as Obstacles(doesn't circumvent Airblockers), and then they showed they were themselves isolated and they could not find the way well. Ground units also showed being stuck themselves in stead of circumventing other units holded. If remove this 'Pushing' function, we should pay close attention to the situation that friendly units block the way in narrow zones, but when moving, the units line will spread more, indirectly reducing the firepower of splash damage and increasing the combat sustainment.
Rolled back time and speed notation to WoL / HotS.
- - Most of StarCraft II's build time and unit movement speed specifications are in multiples of 5 or 0.25. Movement speed of 2.25, 2.75, 3.75, and build time of 25, 30, 60, 75 are representative. Legacy of the Void's time marked has been rolled back to the previous because it has a lot of confusion in the Galaxy Editor's work or in the game's existing build order timetable. The time and speed described in this thread are based on this rolled-back timer.
Enhanced Overall visual effects and sound effects.
- The sound effects and visual effects used in the game add fun and provide important information to gamers. dull sounds and visual effects will relieve some fatigue, but the information delivery is not accurate.
- Changed the volume of music played when selecting background music as 'All' and 'StarCraft / Brood War' in the Sound settings from -6 to -1, which is the same as 'StarCraft II'.
- Added Legacy of the Void theme songs to the list of protoss tracks played when background music is set to 'All' in the Sound Settings.
- Added 12 HotS remastered Brood War music and 'Unity' theme to the Spectator music list.
The overall performance of the units has been readjusted and the game redesigned.
Some powerful units aberrantly. Balancing op units(which have high performance from the beginning).
- New units coming from expansion like mothership core, adept and widow mine have too much power without any upgrades. They are not only equip some auxiliary ability, but also have high spec, so players are compelled to use these units for victory. By regulating their specs and transfering these skills to high tech upgrade, players must pondering on composition to invest more on these unit or to consider other options.
Change of splash damages
- These include the removal of the 'Pushing' function described above, and Thor, Widow Mine, Baneling, and Disruptor. At present, Splash damages of StarCraft II showed extreme appearance either rabidly powerful at the moment or unusefully weak.
- Even if there are only a few these splash damage units, opponents should always be watchful of the hostility. If the opponents could not respond quickly to their attacks, they will curtail the combat duration instantly and becomes a strong finishing blow, making players feel sense of futility by the build orders and techtrees becoming gritty dust in an instant. On the other hand, they showed weak firepower against fast-reaction and high level micro-skills unlike development intended. Compared with the original work, I was able to easily find reasons for why splash damages are extreme. because splash type of StarCraft II deal the same damage much on a narrow radius unlike Brood War's method, dealing damage in a wide radius and damage reducing by depending on the radius of effect.
Weaken counter gap and Overall DPS
- These include Immortal and Void Ray. Too much Attribute-counter damage amounts shorten time greatly opponents' to deal with it. but if they cant demonstrate maximum efficiency, they become expensive junks. Because these units will be priced assuming the maximum power output. I think that to reduce this counter gap of units and seeking universal availability is more like StarCraft.
- In Brood War, based on fastest speed, the biggest dps is Archon's 35 and Reaver's 39. For other races, Firebat's is 34 and Ultralisk's is 31. These units are either high-tier units that consume a large amount of resources, or units that have disadvantages in survivability, maneuverability, counter penalty. However, The game speed officially used in StarCraft II is 'Faster' that 1.4x speed, if substitute this to the DPS calculation of units, Thor's Ground DPS is over 68, Ultralisk's is over 57.38 and including splash damage 33% in it is 76.37. And Oracle and Liberator have a staggering dps of 24(vs Light +16.3) and 65.8 respectively even though they are low-tier ground-attack aircraft. If it is a like Command and Conquer's game methods that fastest gathering resources and fastest training units and fastest building structures, these over firepowers shouldn't be matter, but StarCraft is the game in which units have relatively low life, high attack damage, and are easy to kill, and the production war factories have a slow tempo and low efficiency. I have calculating DPS with SC2's Faster 1.4x speed, and reduced the DPS of most units so that they have the combat duration of appropriate tempo close to the Brood War.
Increases the range of melee units by 0.1 to 0.5
- However, almost all melee units in StarCraft 2 have range of 0.1, which is more than ten times the previous work. When a ranged unit engaging, dribbling control of ranged units maximize the vulnerability of the melee units. when workers fighting each other too.
[ Protoss ]
Nexus
Starting Energy Amount: 0 → 50
Maximum Energy Amount: 0 → 200
Chrono Boost
Energy costs 50, Accelerate all speeds(including energy regeneration) by 65% for 20 seconds.
- Just as Terran and Zerg actively use the energy of Orbital Command and Queen, I think Protoss should take the same form. HotS Chrono Boost has a good and distinctive feature that empowers planned build order and tech, but it makes stronger those proxy buildings strategies with powerful counter damage of Void Ray, Oracle, Immortal too.
The answer to this is to weaken the basic performance and remove the energy regeneration suppression effect of the Chrono Boost. and the efficiency of the Chrono Boost used in the Nexus will be slightly better.
Pylon
Build Time: 25s → 30s
- Protoss is very efficient when using proxy strategies, especially surprise attack, Like this, constructing Pylons between on a narrow terrain with buildings or Mineral Fields in it and then constructing Photon Cannon on the inside. This aggressive Pylon placing is maximized of synergy effect especially in Teamplay maps that's not standardized the terrains furthermore. So, I delayed build time of Pylon for making it easy for the defense to respond.
- Terran Command Center has 1 more supply than the other races. Zerg spend Drone to build structure and reduced that cost 50 Minerals of structures. but SCV can not do anything else while building a structure. If reduce the build time of the Pylon to 25 seconds, decreasing supply of nexus by 1 will be right. However, in order to weaken the aggressive placement of Pylon described above, I chose to delay the build time of the Pylon and leave the supplies of Nexus.
Assimilator
Shield and Life: 450/450 → 275/275
- Terran and Zerg's Refinery and Extractor have a life of 500, but the Protoss' alone is over 800. This is for weakening gas rush. The number of attacks requiring to destroy Assimilator by workers will be similar to that of Refinery and Extractor destroying.
Forge
Build Time: 45s → 40s
Protoss Ground Upgrades Level 3 Requirements: Twilight Council → Templar Archives or Dark Shrine
- Changed to 40 seconds, the same as upgrade buildings of other races. Engineering Bay and Evolution Chambers are described below.
- This is to match the balance with Zerg's upgrade tech and tiers. In the Brood War, Upgrades Level 2 also requires the final tech the Templar Archives and having trouble with the upgrading quickly. StarCraft II lowered Upgrades Level 2 requirements of Terran and Protoss as same as Zerg's Lair, but it lowered tier required Upgrades Level 3 too, and these have made them most powerful upgrade efficiency and fastest timing. Terrans also have this same change.
Photon Cannon
Build Time: 40s → 45s
Shield and Life: 150/150 → 125/125
- As the build time of the Forge decreased by 5 seconds, increased the build time of Photon Cannon for 5 seconds.
- Photon Cannon's quick build time and high amount of life make it difficult for the opponents to block the aggressive Photon Cannon placement, Cannon Rush. This is for making easier to defend against Cannon Rush that able to maximize the efficiency by so receiving visibility sight support from allies in teamplay.
Gateway
Zealot
Build Time: 38s → 33s
Attack period: 1.20 → 1.2936
Shield: 50 → 60
Charge
Remove additional damage dealt 8
Increasing movement speed of Charge upgrade 0.7031 → 0.7500
- The all-in strategy using the proxy Gateway weakened much by the reducing efficiency of the Chrono Boost described above. existing Zealot takes too long to train, As a melee warrior unit, as a role in fending off attacks first in the battle, I think that the attack rate is faster instead of the reduced shield by 10 than the original is not suitable for the Zealot.
- Raised the costs of the Charge. because its efficiency is very good. Rather than causing high damage from frontal engagements and diversionary attacks due to the additional damage of the Charge, I think increasing maneuverability of Zealot will be more balanced compared with other races.
Cybernetics Core
Build Time: 50s → 45s
Mothership Core
Build Time: 30s → 50s
Shield and Life: 60/130 → 90/90
Armor: 1 → 0
Movement Speed: 1.88 → 1.41
Removed general weapon and Time Warp ability, Mass Recall energy costs 50 → 100
Photon Overcharge: have been changed to a weapon activating and using directly by the Mothership Core. Drains 3 energy per 1 second and can not move when activated. Damage dealt 35, range 6, attack period 1.65
- Existing Mothership Core has three problems. The first is that it is an aerial unit that can be training fast and used aggressively. This is a big problem considering that there are not many units to damage dealt with air units in game opening part.
- The Second, When doing this aggressive use, Because it is trained from Nexus, not Gateway, Protoss is got instantly free 1 combat unit production infrastructure.
- The Third is that Mothership Core can easily protect its base from much more valuable forces at a cheaper cost a lot. If want to defend rushing opponents, it is natural to build defense towers or train combat units. Temporarily converting supplies structures to defense tower is practically meaning that additional spending for defense is only 100/100 of the Mothership Core's costs and imbalanced in resources investment for combat. Thanks to it, tech upgrading and expanding speed of Protoss are much faster. Conversely, Protoss Progamers have struggled desperately against other races even though they have this imbalanced defense tactics system, and that still continues. It means attack method of other races is also abnormal as much as Pylon Photon Overcharge. I want to fix all of this.
Sentry
Build Time: 37s → 30s
Vespene Gas costs: 100 → 75
Shield and Life: 40/40 → 45/45
Movement Speed: 2.25 → 2.41
Force Field
Energy costs 50 → 75
Guardian Shield
Duration: 15 → 10
Reducing ranged damage: 2 → 1
Bosonic Core: Increases duration of Guardian Shield by 5s and ranged damage reduction by 1, Increases starting energy of Sentry by 25 (Objects that are summoned by Warp Gate are not applied) - Research at Cybernetics Core, costs 100/100, build time 80
- While Sentry slows Protoss' tech speed as much as spending gas to train them, they will got strong ability to control the battlefield using Guardian Shield and many Force Fields, and scouting or trickery of Hallucination is also useful. When Wings of Liberty, Protoss had lack capability of defending safe and there were many ladder map types that were not suitable for macroling and long battle. Though expanding and tech up late, Protoss only depend on Sentries. This is possible because Sentries have high efficiency for defense and the tremendous firepower of the high tier units that can overcome this disadvantage. However, as the expansion packs are released, the defensive means of the Protoss improve (the Mothership Core appears), and there is no need for many Sentries. So, Protoss' tech up and expand speed are much faster, and Protoss' tremendous firepower flush more quickly. It may give others a feeling of hopelessness.
- In the middle phase of match there is no means of destroying Force Fields, the timing rush with mass of Force Fields and a few Immortals torture other races by cutting off their troops little by little. I think that is good to weaken this ability that creation of variable using terrain by increasing its energy costs, then reducing Sentry's gas costs and increasing basic stats corresponding to it. Because the other races didn't have these big variable creative units, they will experience illogicality.
- I personally have a question for the StarCraft II development team, especially about the Guardian Shield. Why did you choose to enter life armor amounts 2 for large battleships such as Carrier, Mothership, and Tempest? Brood War Carrier has armor of 4. Because of the Guardian Shield? Expensive battleship are destroyed by infantries that costs only 50 Minerals after Sentry dead. I think that giving armor 2-3 to the early units is imbalance much more. In team play, if lots of Zerglings and Stim Pack Marines are covered by Guardian Shield, Oh, I really do not want to imagine that. Of course, if look through status of Protoss at the time of Wings of Liberty, Overpower of Sentry is inevitable.
- As explained above, it seems to be appropriate to increase the energy costs of the Force Field to lower the basic stats of the Sentry and supplement the performance of the units by upgrades following additional expenditures. but Warp Gate are placing units first and then having cooldown. So units using energy are likely to benefited from it. Therefore, excluded objects that summoned by Warp Gate from the energy upgrade applied.
Stalker
Build TIme: 42 → 38
Blink
Cooldown: 10 → 12
Research Build Time: 170s → 140s
- The appearance of Mothership Core improved Observer-Blink All-in to Core-Blink all in and making its timing earlier. So build time of Reaserch Blink was delayed 30s. In this mod, aggressive blinking, which can be extremely powerful depending on each maps and terrain, has been slightly weakened by cooldown increasing by 2s. And then rolled back build time of Research Blink by 170s to 140s. The Mothership Core has changed to make aggressive using difficult.
Adept
Requirements: Cybernetic Core → Twilight Council
Costs: 100/25 → 150/50
Build Time: 38s → 42s
Shield and Life: 70/70 → 80/125
Attack Range: 4 → 3, Damage amount 10(vs Light +12) → 10(vs Light +9), Attack period 2.25 → 1.2372
Movement Speed: 2.5 → 2.95
Resonating Glaives: Removed
Psionic Transfer: Cooldown 16 → 20 - Research at Cybernetics Core, costs 150/150, build time 110s
Shade - Movement speed 4.25 → 2.95, sight radius 2 → 9, pathing radius 0.5 → 0.625
- StarCraft II 2 Balance Team, led by David Kim, has deleted Warhound and HERC because of their overlapping roles with Marauder and Hellbat. But Adept did more than just replacing Zealot perfectly. By differentiating roles, I have changed the overall performance of Adept so that it empower to Protoss' stable 2-tier Twilight Council macro.
- Psionic Transfer have great tactical advantages. The opponents requires double troops for tracking per Adept, one must track Adept's main body and one to their Shades. They are chained to Adepts till all of Adepts died in allies bases. (They are so fast that it's too hard to follow) Compared to Blink, the more Shade and Adept move in opposite directions, the longer Blink range will be.
I thought Psionic Transfer has the great potential as having versatile abilities as teleport, disturbance, and scouting. So, I adjust movement speed of Shade to the same level as Adept's main body.
Dark Templar
Damage: 45 → 40
Weapon Range: 0.1 → 1
Build Time: 55s → 48s
Dark Shrine
Build Time: 100s → 75s
Shadow Stride: Research build time 170s → 110s
- Made a slight adjustment considering that the Dark Templar strategy will become very fragile due to the being weaken of Warp Gate and Warp Prism described later. reduced build time of Dark Shrine and Shadow Stride.
- Damage also is reduced for Terran, struggling to train detector units.
High Templar
Build Time: 55s → 45s
Feedback: Energy costs 50 → 100
Psionic Storm: Initial standby and Cooldown 0s, 2s → 4s
Khaydarin Amulet: High Templars' starting energy amount +25 (do not affect objects that are summoned by Warp Gates) - Research at Templar Archives, costs 100/100. build time 80s
- The Feedback was a ability used by Dark Archon(supplies cost of 4) in Brood War. It can exhaust opponent's energy and inflict the same amount of damage that be able to lead to maximum death instantly at the same time with long casting range. It allows them to gain an edge over the confrontation between the Casters. When Compare High Templar with other Caster units in terms of cost, I think that this action is right because High Templars are the most cheap of casters.
- For the same reason as Sentry, removed the starting energy increase effect of objects that summoned by Warp Gate.
Warp Gate
Research Warp Gate: Costs 50/50 → 100/100, build time 160s → 120s
Transformation Time: 10 → 5
Changed Warp Gate cooldown to 1.5 times that the time required to train the unit from the Gateway.
- Generally, Training combat units and joining subsequent forces into main forces require time as much as main forces are far away. Defense team have an advantage that troops are stationed on the bases and so the subsequent joining is faster than offense team, This is RTS device to make the game longer that allows the offense team to delay a certain of time for the final blow by raising the battle power of defense team temporarily through fast troop joining even if the defense team suffers a loss of some troops. but Warp Gate has big advantage that is able to immediately summon subsequent troops to the main force. thereby, It saves the time needed to supplement the main forces' firepower and perfectly counterbalances the advantages of the defense team, especially boosting the all-in strategy. If defense team can not completely prevent this Protoss' first attack, the they will fall down like a domino.
- There is one more problem with Warp Gate, Compared with the Gateway, It is completely upper-compatible with shorter cooldown of the Warp Gate than build times of Gateways. If the enemy raids on the side at the moment when Protoss ready to summon their troops with a proxy-deployed Pylon or Warp Prism, Protoss can shelve this offensive deployment and summon them to the their base to take defensive action. It means that both attack and defense are actively done at the same time by only Warp Gate.
- In order to fix the problem of destroying the common tactical concepts of the unwritten rule of the existing RTS genre, significantly increased Warp Gate Upgrade costs and cooldown, slightly shorten the build time of units trained at the Gateway. By Improving the production of Gateways which was inefficient, made it the backbone of the basic macro of the Protoss. And, made Warp Gate to have only advantages for strategic asset that surprise and quick attacks. This will have greatly diminished the combat units production macros of the Protoss corresponding to the Terran Reactor and Zerg Spawn Larva, but Chrono Boost will fill that vacuum through shortening build time of upgrades and prouduction.
Robotics Facility
Warp Prism
Shield and Life: 100/80 → 100/100
Movement Speed: 2.95 → 2.5
Load Range: 6 → 1
Removed Warp Conduit from Phasing Mode(=increased warping-in time to 16 seconds equal to Pylon without Warp Gates or Nexus)
Gravitic Drive
Costs: 100/100 → 125/125
Activate Warp Conduit of Phasing Mode when researched (=warp-in process sped up to only 5 seconds) too.
Warp Conduit will be applied to all structures except for Pylon, Assimilator, and Photon Cannon too.
- Compared to other transports, Warp Prism are similar in cost, but it is the fastest, the high life amounts, and have additional features such as long distance loading, supplying Power Field and linkage attack with Warp Gates. If Warp Prism must have this the overwhelming price-to-performance ratio for Protoss to win against the other races,
I think it is a problem in itself. This is because there is no reason to leave this good Warp Prism as it is and to use other techs and strategies that 1:1 price / performance ratio.
-When opponents trained anti-air units like Viking for blocking Warp Prism, If Protoss want to break through that defense, It would be right to invest additional resources to research 'Gravitic Drive' the permanent movement speed upgrade of Warp Prism. Other transports, such as Medivac and Ventral Sacs, have also weakened and will be described in more detail below.
- Given the fact that Blizzard increased the warping in duration of Warp Gate in the common power field of alone Pylon without Warp Gate and Nexus in Legacy of the Void, they were already guessing that placing and recruiting troops instantly and quickly will maximize the timing rush of the Protoss. That was the case. Even if Warp Prism requires Robotics facility and its costs, This is an aerial unit that is able to ignore blockage with terrain and structures, and it is right it have to be downward adjustments as Pylon, given that it can also transport pre-trained units.
Immortal
Costs: 250/100 → 200/100
Supplies Costs: 4 → 3
Build Time: 55s → 45s
Movement Speed: 2.25 → 2.75
Damage 20(vs Armored +30) → 20(vs Armored +10) attack period 1.45 → 1.75
- Rather than relying solely on a tier of like Disruptor, Colossus, High Templar, and Archon, I think it is now necessary for the Protoss to enable stable 2 tier macro operating like Terran and Zerg. Reduced the gap of attribute counter damage and increased productivity and universal utilization.
Colossus
Attack period 1.50 → 1.57, persistent duration back and forth 0.0227 → 0.0312, ground weapon upgrades damage increasing +1 → +2
- Weapon upgrades efficiency 1 is the minimum numerical value of StarCraft, and it is easily offset by armor 1. Considering the total cost of one Colossus to be completed training, the upgrade efficiency of Colossus is currently too low.
Disruptor
Costs: 150/150 → 150/100
Build Time: 50s → 40s
Movement Speed: 2.25 → 2.95
Purification Nova: Damage reduce by depending on the radius of effect(100%/50%/25%). Damage dealt 145(vs Shields +55) → 60
Cooldown 40 → 13
- The existing Disruptor are perfectly overlapped with the role of splash damage unit of Robotics Facility, there is no significant difference in maneuverability, and not continuous. It is a gambling-friendly unit that kill opponents units like a flash by dealing great damage at a time, or dealing very little damage.
- When the opponent didn't responded immediately to Purification Nova, giving such a extreme damage at once is the same with the Ghost's Steady Targeting. in RTS games such as StarCraft, players must observe several places at the same time periodically and always pay attention to troop production and supplying. This is true even if a battle has begun. If you play the game, there will be a few period of blank in management of the troops. If you get a lot of damage in the meantime, and the progress of battle is completely overturned, it will not be a pleasant experience. Now, unlike the Brood War PvZ, Protoss' expanding is not much slower than the Zerg, so there is not much reason to have a strong firepower enough to compensate for the late expansion and defending overwhelming offensive of Zerg. I think that encouraging continuous combat matches the direction of StarCraft. So, reduced damage and cooldown and improved maneuverability of the Disruptor, encouraging Disruptor drop, and the combination of Disruptor + Blink Stalker as revealed in PvP, led to differentiation from the Colossus.
Stargate
Phoenix
Attack Range: 5 → 4
- Phoenix are air-to-air fighter that has an overwhelming performance in the fight to have air superiority. As their number increases, there is no big problem to deal with the ground unit because of Graviton Beam, and it is not easy for opponents to completely capture the Phoenix because they have fastest moving speed of aircrafts. In team play, it is so strong that it does not have any counter in the game, so Teamplay Protoss users will be forced to mass-produce Phoenix. As a solution to this problem, I have returned the Phoenix's stats to the Wings of Liberty version. As for vs Mutalisk and Medivac, these two were also nerfed and described later.
Oracle
Costs: 150/150 → 100/150
Build Time: 50s → 45s
Movement Speed: 4 → 3.375
Pulsar Beam: Range 4 → 3, damage dealt 15(vs Light +10) → 10(vs Light +5)
Revelation: Energy costs 50 → 75, cast range 12 → 9, duration 60 → 30
Stasis Ward: Energy costs 50 → 100, timed life 30s, cloak when start to build, build time 5s → 2.5s, activate range 6 → 1.5
- Research at Templar Archives(Requires Fleet Beacon), increase starting energy of Oracle by 25.
- The problem with the Orcale is that firepower and utility are too high, and there are no ways of capturing it in the normal way without same Protoss. Only the Protoss' control mistake will create an opportunity to catch and kill Oracle. There are Mutalisk and Banshee as good comparison objects. Mutalisk is the units that appeared from the original. It has trained in middle phase and has fast movement speed, but has expensive resource costs and low firepower. Many Mutalisks can traverse throughout the map to hunt worker and scattered troops, but They have also the disadvantage of not being able to defeat mass battalion or to break through a well-surrounded defensive towers(Until the Wings of Liberty). Banshee is much slower than Mutalisk and Wraith, It is impossible to attack air unit and its build time is too long like Tempest's, but it can harass workers alone and raise its expectations more with Cloaking Fields research. If This attacker that is able to benefit from independent action like killing workers alone is alive, its existence alone can put emotional pressure and induce resource loss to the opponents. it force opponents to build turret at every resource zone or to garrison a part of the troops before ordering troops advance. Oracle has faster movement speed and build time than Banshee, and it can harass enemies alone. Oracle can be used in frontal engagements with early proxy-stargate strategy. Even if Oracle can not directly attack the enemy, it may be possible to delay the attack of the enemies with Revelation and Stasis Ward. and can gather many of Oracles to raid enemy defensive towers and kill workers like a flash.
- Oracle is attacker that is able to be produced earlier. Considering that the units produced at the Stargate aren't universal utilizing at the middle, I think reducing Oracle's cost, utility, movement speed, and lessening a load of overall Stargate macro as increasing the universality of 2 tier Stargate units will reduce feeling illogical of the others dealing with Oracle, and those will be a balanced design that allows showing micro-skills with Oracle for agressive Protoss gamers. Even if Oracle doesn't succeed to harass workers much, if it survives, it can force enemies to build AA towers or to garrison some troops and can also use Stasis Ward, Revelation.
- I have redesigned the Stasis Ward to work similar to the Stasis Field of Arbiter after experiments. It will help Protoss to defend the timing rush of Terran Factory Mechanics focused only on ground firepower.
Void Ray
Costs: 250/150 → 225/125
Supplies Cost: 4 → 3
Build Time: 60s → 55s
Movement Speed: 2.5 → 2.25
Attack Damage: 6(vs Armored +4) → 6(vs Armored +1)
Removed Prismatic Alignment. Charge up to 3 levels when attack continues, charge required 2 seconds. Changes in damage per level: 6(+1) → 7(+2) → 8(+4);+Armored
- Void Ray shows polarization that it is so strong to destroy the enemy in an instant or it is not as efficient as the cost because its firepower is focused on only vs Armored and it costs many resources and supplies.
Tempest
Build Time: 60s → 90s
Ground and Air Attack Range: 10, 15 → 12
Ground Attack Damage: 40 → 20(vs Structures +20), Air Attack Damage: 30(vs Massive +25) → 20(vs Massive +20)
- This is the representative of the siege warfare with Raven and Viper. Its long attack range, proper attack speed and damage have good combination with Oracle's Revelation and numerous Photon Cannons-that need no supplies and can be built unlimitedly. Tempest can gnaw at enemy units and the blocking line little by little at the same time as they are protected by many of Photon Cannons.
- The so-called 'Turtling/w mass Raven, Tempest, Swarm Host', keep expanding slowly and accumulating resources and lengthening the game while defending without attacking. Nobody wants three-hour games, me too. But this gameplay method is currently perfect long-macro for all three races because they have very few vulnerabilities and almost the same analogy point. This makes games that all three race could keep confrontation till the moment the resource completely depleted. If look at the game aspect of the original, there are particular time zones in which the obvious difference for each races in advantage or disadvantage. There is an absolutely favorable race for defensive macro in the second half of the game, and the other races are in the form of fighting game to break through it. But it should be able to reduce the gap depending on players efforts. I think this structure is ideal.
- In the second half, siege and magical units combination <Raven + Viking + Planetary Fortress + Siege Tank + Battlecruiser + Missile Turret + Sensor Tower / Tempest + Photon Cannon + Oracle + High Templar / Viper + Spore Crawler + Spine Crawler + Brood Lord + Queen> are tactics that infinitely circulates the energies of the magical units to continuously damage the opponent and build defense towers endlessly, and making enemy difficult to break through frontal. To win against them, must have the same siege and caster units. Zerg uses Viper's Abduct and Consume alternately by so cutting the enemy unit one by one, Terran can protect friendly units perfectly with Point Defense Drone, and can cut enemy units a little with the long range of Viking and Seeker Missile and Snipe, Protoss protect Tempests with Photon Cannon and reveal sight the enemy units located with Oracle's Revelation, gnaw at enemy units with many of Tempests bit by bit, and if Protoss deal with Terran, they must protect Tempests from Yamato Cannon and Seeker Missiles until all energies of Ravens and Point Defense Drones exhausted. When players fight in this confrontation, the game time is over 40 minutes, and if it is really bad, it can be over 1 hour and 30 minutes.
- I got ideas from Damage Type 'Siege' of Meat Wagon, the siege unit in Warcraft III, I weakened Tempest's normal damage for weakening 'Only Tempests' and 'Fast-Tempest and Harassment with ground-impassable terrain' strategies. And, added additional vs Structure damage to deal with defense towers effective.
Carrier
Build Time: 120 → 105
Life: 250 → 300
Armor: 2 → 4
Interceptor
Build Time: 8 → 10
Costs: 10 → 20
Attack Damage 5*2 → 4*2, Attack period 3.0 → 2.5
- Carrier has a very powerful firepower, however the subject of attacking is not Carrier but the Interceptors that have low life amount. Until the original and Heart of the Swarm, opponents was able to use the tactics of reducing the firepower and draining Minerals of Protoss by destroying Interceptors instead of Carriers that have high life amount and able to attack while moving. The patch that reduces the costs of Interceptor has diminished the effectiveness of this tactic.
and now, If there is no way for opponents to shoot down mainframe the Carrier, they would be unilaterally pushed to the end and eventually defeated.
- Taking into consideration that the original Carrier had high armor level and fast attack period instead of low damage dealt, it would be right to increase its armor to reduce the situation of Carrier being destroyed vainly by lowest tier unit, to reduce the attack damage of Interceptors to make it easy dealing with Carriers by using units of higher armor level., and also reduced the situation what opponents are defeated in vain when they couldn't counter Carrier instantly.
Mothership
Restore damaged life when Mothership Core Upgrade to Mothership completed
Movement Speed: 1.875 → 1.41
Armor: 2 → 4
Mass Warp In: Energy costs 125, Teleports all units within 6.5 effect-radius around the selected point to the Mothership's location.
Photon Overcharge: The same as Mothership Core's, attack range 6(+1), attack period 1.65(-0.54)
Traveler Engine: Research at Fleet Beacon, csots 200/200, build time 140s, increase movement speed of Mothership to 1.88 & Cloaking Field effect radius to 9
- Reduced inconvenience and resources loss that have to destroy damaged Mothership Core and retrain it. By adding Mass Warp In ability, improved the variable creative advantage of using the Mothership.
- Original movement speed of the Mothership was 1.41. During the season of Legacy of the Void, it received patch that movement speed increasing. Rolled back this stats and added it as upgrade effect. Also, can improve the range of Cloaking Field that seemed to be relatively smaller than the size of Mothership.
[ Terran ]
Command Center
Upgrade to Orbital Coomand costs: 150 → 125, build time 35 → 32
Orbital Command
Calldown MULE: gathering resources delay multiplier by 2.05 to 2.15
- Terran's mineral gathering efficiency and overwhelming volume of offensive are unmatched when had more than three Orbital Command. MULE's resource harvest delay has been slightly increased to reduce its efficiency, and reduced Orbital Command costs accordingly.
Supply Depot
Build Time: 30 → 25
- Terran SCV are not able to do other work during construction and build time of Supply Depot was ineffective and the most longest at 30 seconds compared with Morphing to Overlord and Warping in Pylon. There is a concern that this may improve proxy-barracks all in, but the change of Queen, Reaper, and Bunker will made that easier to prevent them.
Engineering Bay
Build Time: 35 → 40
Terran Infantry Upgrades Level 3 Requirement: Armory → Fusion Core
Comp-neosteel Precision Sec-System: Merged the effects of Upgrade Structure Armor, Hi-sec Auto Tracking and Neosteel Frame. Costs 150/150, build time 90
- This is to match the balance with Zerg's upgrade tech and tiers.
- Neosteel Frame, Hi-Sec Auto Tracking and Structure Armor Upgrades are good upgrades but potential for investment is less than investment in troop production and other upgrades, Especially Neosteel Frame and Hi-Sec Auto Tracking. By consolidating them into one, I have raised practical value for investment.
Missile Turret
Life: 250 → 200
- Unlike the original that had high DPS only for large air units, now Turret's overall attack damage is improved and can be upgraded. powerful defensive towers make opponents breaking through frontal impossible, so I have downgraded Missile Turrets life amount.
Barracks
Tech Lab
Costs: 50/25 → 50/50
Life: 400 → 600
- While Tech Lab is substitute of Terran's tech and research buildings, it is also the concept that spends additional costs on existing production factories to produce better performance units. Currently, Terran has other unique characteristics that shorten time to train combat units and save costs to build additional production war factory. So, this is to balance the spending on the tech buildings of other races.
Marine
Damage Point: 0.05 → 0.1670
Stim Pack: Build Time 170 → 100
- StarCraft II is the game that has definite counter and have to change units tiers & armies every the game progressed. Terran, unlike the Zerg & Protoss which improve the units tier gradually from Zergling, Zealot and Stalker to Ultralisk, Mutalisk and Carrier, is only focused on Marine, Marauder and Medivac. Starport and Factory units are not performing well and only the Widow Mine and Liberator are garnished with barracks macro. Especially Marine and Marauder has highest performance, the biggest problem is that their Damage Point (=attack start delay) is very low, so the back-A-Move control is too easy and strong and easily disables opponent's melee range units.
- Terran has a completely three-divided upgrade system for infantry / vehicles / ships. Once that one of three is set up, it will take a lot of time and resources to switch to the another. I think Barracks macro should take the initiative in the game by making the most of advantages that basic tech, rapid maneuverability, productivity. And make its firepower decreasing over time and must be supported by Factory and Starport units in the mid- and long-term. Factory and Starport should have firepower high and defense capabilities instead of mobility and initiative. However, the patch which increased the build time of Research Stim Pack to 170 seconds made terran vulnerable despite Barracks macro having much better preparedness, stability and efficiency than any other macro. because it's so difficult to defend bases from Protoss' fast preemptive strike strategies such as Adept & Stalker Drop, Warp Prism & Resonating Glaives Adept all-in after expanding.
Reaper
Life: 60 → 85
Build Time: 45s → 42s
Movement Speed: 3.75 → 2.95
Attack range 5 → 4, attack period 1.10 → 1.33
KD8 Charge: Removed
Nitro Packs: Research at Barracks Tech Lab, costs 50/50, build time 50, increase movement speed of Reaper to 4.
- Reaper is a good scout but it can flood battlefield early on the basis of high maneuverability. Reaper All-in was notorious in 1v1 and teamplay all contents, till Research Nitro Packs nerfed requirements changed from Barracks Tech Lab to Factory. After Heart of the Swarm released, it became scouting-specialized unit but on the basis of speed fastest of all tier 1 units and unique life regeneration ability, it was maintained Reaper All-in a little bit. However, since the addition of the KD8 Charge, it has become one of the strongest strategies for vs Zerg, and there is no way to completely reduce the damage and keep off Reapers in Zerg's position theoretically, It also gives great stress to the Zerg users. This problem is further exacerbated in team play, and could be absolute strategy depending on the type of each maps.
- Made Reapers require additional costs for field controlling by Removing KD8 Charge ability, reducing DPS and speed of Reaper and Adding Nitro Packs. Increased its life amount so that it can break through enemy defense and perform role as a scout at least once.
Marauder
Damage Point: 0 → 0.1670
- Same reason as Marine's.
Ghost
Costs: 200/100 → 125/125
Movement Speed: 2.81 → 2.5
Starting Energy Amount: 75 → 50
Personal Cloaking: When researched at Ghost Academy, Increase starting energy of Ghosy by 25 too.
Snipe: A careful shot, dealing 25(vs Psionic +25) damage. Ignores armor. Can only target biological units.
Steady Targeting: Removed.
- Ghost has costs now 200/100, in the past 150/150. Ghost was priced at that costs because its abilities was very effective when WoL released, Snipe dealing damage 45 to Biological units and EMP Round had wide targeted area radius and damaged all of Shields and Energies to zero. However, after both Snipe and EMP Round have been nerfed, its the total cost of 300 is now a tremendous resource burden on Terran compared to the Ghost's firepower.
- During Heart of the Swarm, Ghost got patch that it have effect of Research Moebius Reactor basically. These upward adjustment patches only instigate all-in rush like 3 Ghost-Cheese and so on at that time of popularity, and it is break the unified standard in the game which all energy units trained from the original to the present have 50 energies. this also can be a big disarray for casual users who do not read patch notes frequently. So, rolled back these and added effect of Moebius Reactor to Research Personnel Cloaking.
- While Protoss is blocking the attacks of Terran, they accumlate resources and combine the units of the higher tier units, High Templar, Colossi to their troops. Terran must surely cause loss of Protoss' resources by capturing Observers and Colossi and High Templar as Vikings and Ghosts. As the game gets longer, Protoss spend surplus Minerals by summoning Zealots through that Pylons or Warp Prisms installed in various places. Those Zealots suppress the expansion of the Terran. Protoss also construct so many Photon Cannons and Tempest to solidify the defenses. For unleashing the game smoothly, Terran must induce Protoss to spend gas for reinforcing gas units on behalf the dead and thereby delaying production of Tempest. Since Snipe has been changed to Steady Targeting, it become impossible for Terran to use Ghosts to cut Biological caster units off, including the High Templar. Now, Zerg units are in a more dangerous situation from Ghost. Steady Targeting has canceled if the Ghost gets a damage at least 1, so if Ghost is more vulnerable to Fungal Growth and Psionic Storm, or if the Zerg can not capture Ghost for a short time, the higher tier of Zerg units melted down by Steady Targeting. It shows polarized aspect of game like these.
Bunker
Salvage: Salvage takes time to finish 5s → 8s, the resource recovery rate is proportional to the percentage of the current life of the bunker. min 0% - max 100%
- In StarCraft 2, pathing and blocking of structures are much more intuitive and standard than Brood War. If Terran block the path with Bunker on the narrow entrance after getting proxy-Barracks, Zergling cannot be bypassed by the ground path, it is even more fatal to the Zerg. Therefore, Salvage duration is increased so that the opponent can fight back more easily, and the recovery rate of the mineral is changed by referring to the current life of the bunker at the completion of Salvage. Changed that mineral recovery rate is made to vary according to the current life of the Bunker.
Factory
Costs 150/100 → 200/100
- Factory Mechanics armies lack liquidity and maneuverability because they that have to power Vehicle Upgrades, that requiring many costs of resources. If 3M, Marine&Medivac&Marauder takes the initiative and shakes opponent with maneuverability, Factory Mechanics should have a stable defense ability and strong firepower in the middle stages. When other races dealing with this Fac-mech, they have to use a variety of production facilities and tech buildings such as Gateway, Stargate, Robotic Facility, Roach Warren and Great Spire, and those take a lot of resouces, but in the case of Fac-mech, production of the main forces are done by Factories only, I had to increase mineral costs of Factory to balance the each infrastructures.
Hellion
Movement Speed: 4.25 → 4
Hellbat
Cargo Size: 4 → 2
- Reduced the movement speed of Hellion slightly for lowering its battlefield controlling.
- During HotS Beta, Hellbat got nerf patch increased its cargo size by 2 to 4, and got nerfed again removing basic vs Light damage after HotS released. At this point, I think it's okay to roll back its cargo size.
Widow Mine
Costs 75/25 → 25/25
Build Time 42s → 25s
Supplies Costs: 2 → 1
Movement Speed 2.81 → 2.95
Missile cooldown 40 → 30, direct hit damage dealt 125(vs Shields +35) → 80(vs Shields +40), splash damage 40(vs Shields +25) → 25(vs Shields +12.5).
Splash damage reduce by depending on the radius of effect.
- Widow Mine is the unit that have the potential to cause large losses to the opponents at low cost. It trained quick, free to deploy, forces enemy to use detectors, and also be good using with Medivac. Especially it can harass a lot to workers. With the advent of Widow Mine since Heart of the Swarm, the game had become more inclined to force players to respond quickly and always with sophisticated controls, which made it players being tired and players would be not enjoy the game.
- Therefore, had chosen to reduce both the performance and the cost of Widow Mine.
Cyclone
Costs: 150/100 → 125/50
Build Time: 45s → 40s
Ground attack damage 3(vs armored +2) → 4, attack period 0.14 → 0.35
Add Air Attack Weapon. attack damage 7(vs Shield +3), period 0.8, range 5
Cargo Size: 4 → 2
Lock On: Removed
Mag-Field Launchers: Increases Cyclone's ground attack range by 2, air attack range by 3 - Research at Factory Tech Lab, requires armory, costs 100/100, build time 110s
- Units with 'can fire while moving' concept have been around since the early days of StarCraft 2 development, but it has been discarded as a balance issue. Diamondback Tank in the campaign is proof of that fact, and you can find it in the Terran demo plays video that Dustin Browder introduced. It is doubtful why the concept that has been discarded earlier was made again at Legacy of the Void. Before Major Patch for Multiplayer 3.8.0, Cyclone was a unit with its own unique role in protecting the bases of the Terran from Warp Prism, Medivac and Banshees. but looking into that essence, Cyclone requires expensive price of resources 150/100 and have life amount by 120 and supplies costs the same as Tempest before their change. I can not understand their logic and development philosophies, "I can't allow using Only Cyclones but Only Adepts and finishing game is OK"
- Balance Team has deleted Warhound that they said the roles of Warhound and Marauder overlapped. which clearly means they pursue only the development philosophies that every units must have its own unique role regardless of difference arising from attributes, applicable upgrades, units' tier and required production facilities. But after Major Patch for Multiplayer 3.8.0, Cyclone is just stronger Marauder that trained from Factory.
- Removed Lock On ability that dealing damage very little, and, added a basic air attack weapon that is not able to fire while moving. And then redesigned Cyclone, reduced that costs and attack damage to provide Terran with stable defense at the early Factory tiers got
Siege Tank
Costs: 150/125 → 150/100
Build Time: 45s → 42s
Life: 175 → 160
Attack Period: 1.04 → 1.4
Siege Mode: Requires Siege Tech Research - Research at Factory Tech Lab, costs 125/125, build time 80s
Attack Damage: 40(vs Armored +30) → 35(vs Armored +35)
Attack Period: 3 → 4
- The traditional and basic concept of Siege Tank is that it has a long range attack and a powerful shot with splash damage, but it is defenseless to nearby units instead. In StarCraft II, Siege Tanks have a much faster attack period and higher dps than the original but it couldn't show good usability, because enemies break through by ignoring their 'first' gunfire and impenetrate into Terran formation and induce decreasing Siege Mode's firepower easily.
- In the Heart of the Swarm, Tank received a patch that did not require Siege Tech research. but it was not used well except for defending Roach & Baneling all-in, Blink All-in and TvT. Even if the efficiency of Siege Tank is not good, long-range bombardment of splash damage is fully a good advantage. However, the removal of Siege Tech Research is against the standard of unit performance and design that they had set them at Wings of Liberty, and removing the prerequisite requirement is powering strategies of all-in-one such as Moebius Reactor, as described above.
- Legacy of the Void was released, Balance Team introduced 'Tankivac' that complement perfectly shortcomings of Siege Tank that have low maneuverability and vulnerability is exposed at close range. After 3.8.0, Siege Tank gained sharply additional life and attack damage of Siege Mode. however, along with the previous removal of Research Siege Tech, being higher stats of Siege Tank are very powerful for timing rush against Protoss especially Robotics-macro. and also they can powerfully surround opponents base that no matter how many Marines were, and they can be utilized in doom-drop to damage incredible, in TvT.
- Factory Mechanics are less useful than timing rushes. It takes a lot of time and obstinate defense until enough troops accumulated, but there is not enough resources to gather enough troops. And other factions have counters that are able to overwhelm Fac-Mech which such as Swarm Host, Marine, Medivac, Carrier. Reduction of resources amounts and requiring excessive gas of Factory-macro hinder the formation of defense line and switching armies to counter attack to these units.
Thor
Build Time: 60s → 75s
Movement Speed: 1.88 → 2.25
Ground attack period 1.28 → 1.5909, damage point 0.8310 → 0.3500, damage dealt 30*2 → 25*2
Air attack period 3 → 2.5, range 10 → 9
Splash damage of Javelin Missile reduce by depending on the radius of effect(100%/50%/25%). area of effect increases.
Damage Dealt of High Impack Payload: 35(vs Armored +15) → 35(vs Massive +15)
- Most Factory vehicle units have movement speed of 2.25, equivalent to Colossus but Thor's 1.88, It is very vulnerable to maneuver warfare, because it has slower movement speed, such as the last tier battleships, Carrier and Battlecruiser. It would be typical situation that terran need to protect the bases from multiple Mutalisks in the event of the inability of counter-attack immediately.
- It has a very high firepower instead of maneuverability. Except for the potential DPS of splash damage, Thor has the highest ground attack DPS, and Thor has also long range weapons of air attack which can deal great damage dealt to single target or deal 100% splash damage to multiple targets. I had to adjust its concept - powerful heavy unit because this design is an excessive design that have no discrimination such as winning the game with only using Thor or not used at all by low maneuverability.
- Javelin Missiles deal 100% splash damage to air units within the radius of 1.5. This too is too excessive, because it could deal big damage to the units being lump at one point or it could not exert any influence over air units if they are split by the Magic Box control. In Legacy of the Void, its splash radius was increased by 1.5 to 1.6, No matter what opponents level of control are, it deals a lot of damage.
Armory
Vehicle and Ship Upgrade Level 3 Requirements: Armory → Fusion Core
- This is to match the balance with Zerg's upgrade tech and tiers.
Starport
Viking
Weapon Upgrades efficiency of air attack: +1 → +1(vs Armored +1)
Transform Duration: 2.3300s → 2.0s
Ground attack damage 12(vs Mechanical +8) → 16, range 6 → 7, Weapon Upgrades efficiency +1(vs Mechanical) → +2
- In HotS, Maru showed he beating the matches and breaking Colossi without Viking. Terran players with the highest level of micro-control are more efficient at training Marine and Marauder than Viking. While Protoss gather Colossi, they focus on upgrade of ground armor and ground weapon, and then prepare to train High Templar that not affected by upgrade almost. On the other hand, Terran needs Vikings to counter against Colossi but Viking needs Ship Upgrade separately and its upgrade efficiency is low. that is a long-range air unit, so the overall stats were downgraded, so it is almost unnecessary except in the case of to deal with Colossus, it is very difficult to make use because it is the unit that starts to train late after seeing the Colossus.
- which weakened the use of micro-skills of Marine and Marauder described above, I improved damage of Assault Mode and upgrade efficiency of Fighter Mode weapon, to make its performance as much as its costs.
Medivac
Ignite Afterburners: Movement Speed Increasing 70% → 60% - Required to research at Starport Tech Lab, costs 100/100, build time 80
- StarCraft multiplayer map terrains are well-balanced between hills and cliffs, plains, oceans and pits. Terrain and bases closer to the starting point of the players are easier to defend. When the opponent is steadily guarding the front entrance with siege units and defensive towers, transport avoids the danger of frontal breakthrough, and recycles the ground forces that were previously trained, and takes on the role of entering the base of the other over the hills and pits. This is transport. Transport generally have no other abilities besides transport. it usually performs drop attack, or, forcing enemy to garrison troops or to spend resources to build defensive towers for defending base from this drop attack. However, Dropship in the StarCraft II got healing ability without its costs fluctuations. So it can be useful in main combat of Barracks-macro Terran too. also, They can do a drop attack at any time and they can easily rock the enemy. Despite the fact that the appearance of Medivac raised enough capability of Barracks-macro guerrilla warfare, in HotS, the addition of Ignite Afterburners as a basic ability at no cost required is actually meaning Medivac's maneuverability and viability are sharply increased. When opponents are dealing with Medivacs, they are forced to have more defense troops, turrets, that additional spending than before...
- Liberator and Medivac, which are powerful aerial units that are quickly appear, and varying their power greatly depending on the shaping of terrain. This is forcing map makers to thinking always about how to make players can defend expansion easier and how to reduce power of Terran aerial unit. This is the cause of the standardizing shaping of terrain too.
Liberator
Requires Tech Lab. Costs: 150/150 → 150/175
Build Time: 60 → 50
Supplies Costs: 3 → 4
Life: 180 → 225
Armor 0 → 2
Movement Speed: 3.38 → 3.5
Defender Mode: Ability casting range 5 → 4
Ground attack damage 75 → 50, period 1.6 → 1.5
Advanced Ballistics: Increasing attack damage of Defender Mode by 10, increasing ability casting range +4 - Research at Fusion Core
- The initial abilities of Liberator are both high, with air attack which dealing damage 7*2 within radius of 1.5(=Psionic Storm), with ground attack dealing damage 85. It can also mass-produce by Reactor, LotV Terran is won and lost the game depending on how many the Liberator being produced and maintained. A lot of Corruptors couldn't deal with many of Liberators before Liberator AA nerf. After it nerfed, its role as a frigate against many Mutalisks and Phoenix has been faded. I redesigned Liberator to be closer to the air-to-air frigate that was its initial concept and to be more elite, by changing existing attack style to that accumulate small damage multiple times in wide range to light-armored air unit. Increased overall stats and tech requirement and costs too.
- Depending on the type of each maps, opponents may not be able to prevent workers harassment of Liberator, so I reduced slightly casting range of Defender Mode. And also I reduced the DPS of the Defender Mode as its life and armor were increased and other units firepower decreased, to solve the power inflation problem of StarCraft II.
Banshee
Movement Speed: 2.75 → 2.81
Build Time: 60 → 42
Removed energy.
Attack Range: 6 → 5
Attack Period: 1.25 → 1.45
Cloaking Field: Cloaked for 24s, Cooldown 42s, build time 110 → 70
Hyperflight Rotors: Removed.
- Banshee has good weapon to harass workers but not in main battle. Mutalisk and Oracle are good comparative objects of it. Mutalisks have very fast movement speeds and multiple hits, but their DPS and life are so low therefore they cannot act individually and require large number of them. On the other hand, Oracle and Banshee appearing fast, and even if only one, can record the killing of the workers enough. Banshee's production speed, moving speed are improved slightly to expand the potential of its strategic use, In order to prevent it becoming too powerful, reduced its attack range and attack speed to make defending it easier with turrets.
- The change of Cloak is for fixing the situation that High Templar blockading use of Banshee perfectly, and to reduce the situation in which the result of the game is decided easily even if the opponent does not prepare the detectors yet. Existing cloaking duration is so long, but I improved build time of Banshee Cloak.
Raven
Supplies Costs: 2 → 3
Auto Turret: Duration 14s → 15s, attack damage 18 → 16, pathing placement 2*2 block → 1*1 block
Point Defense Drone: Life 50 → 90, can not be specified as the target of feedback.
Recalibrated Explosives: Removed the effect of increasing the damage of Seeker Missile. Increases attack damage by 5 and life by 50 of Auto Turret. Reduces energy consumption of the Point Defense Drone by 10 to 8 per shot.
- It is the unit that is able to induce more than one hour of game time like HotS Swarm Host. If Terran has trained many Raven, they can cycle their energy by repeating to destroy the enemy's protruding defense line and expansion base with Auto Turrets and safeguard friendly units from injury by building Point Defense Drone. In theory, it is almost impossible to accomplish depletion of their energy because caster units can regenerate energy infinitely. If you ignore them and break through frontal, with only the units of 200 supplies, you will have to deal with hundreds of Planetary Fortresses and Missile Turrets and and Siege Tanks that all being with Raven. it means it will result in massive resource losses.
- In order to weaken the energy cycling of Ravens, increased supplies costs of Raven. Upgraded Seeker Missile can destroy the enemy main forces that attempt at attacking Terran's defensive line in an instant. For that reason I removed damage increasing effect of Recalibrated Explosives to ease opponents hesitating to attack.
- Instead, changed effect of Recalibrated Explosives to reduce Point Defense Drone's energy consumption of each shot and gaining Auto Turret's additional life and damage, to be able to show power even if there are few Raven they are.
Battlecruiser
Added Energy
Attack range 6 → 7, air attack damage 6 → 8
Yamato Cannon: Removed cooldown, energy costs 125, casting duration 3.00s → 2.42s
Tactical Jump: Removed cooldown, energy costs 100
Behemoth Reactor: Increases the Battlecruiser's starting energy by 25.
- Now, Battlecruiser can destroy exactly enemies core units and structures by using Yamato Cannon and Tactical Jump every in real-time 71s. If there is Raven's support, Battlecruiser is virtually uninjured. In StarCraft with limited resources, this one-sided damage accumulation can not escape gamers' complaints, as there is a complete difference in tactical concepts, such as Pylon with Photon Overcharge described above. Most of all, this concept of one-sided cumulative damage was not possible at all in the original, Brood War. Therefore, I have chosen to reverse the energy of Battlecruiser and increase the basic weapon range and aerial attack damage.
[ Zerg ]
Hatchery
Larva and Eggs
able to be affected by Ground Carapace Upgrade.
- Zerg Larvae and Eggs were affected by Armor Upgrade in Brood War. In StarCraft II it was missing, so I added these.
Overlord
Movement Speed: 0.59 → 0.53
Ventral Sacs: Costs 25/25 → 50/50
Pneumatized Carapaces: Build time 60 → 80. Movement speed bonus of Ventral Sacs Overlord is increasing to 2.25.
- Overlord's movement speed was originally 0.47, similar to the speed of the Brood War Overlord, but in 1.4.3 patch its speed was improved to 0.59. In StarCraft II, Zerg macro is based on(≒requires vitally) quickly mass-producing Drone by Spawn Larvae of Queen and resources gathering optimization, accordingly they needed assistance of Overlord, its scouting ability. Overlord's basic scouting power has been lowered because of changes in Queen and Zerg macros that reduced dependence on quick spreading Creep Tumor and fast resources gathering optimization, and also Power of all-in strategies and harassments, diversionary attacks of Protoss and Terran reduced.
- Ventral Sacs have to be compared with costs of producing a transport, not to Evolve Ventral Sacs of the Heart of the Swarm. Being able to perform a drop attack at Evolution Chamber, not Lair, have the positive aspect of diversification of Zerg strategies and tactics, but low cost of 25/25 and the synergies with Zergling and Baneling are very effective and it is so difficult for the opponents to deal with that rush. increased costs of Mutate Ventral Sacs, and increased effect of Ventral Sacs movement speed increasing by Pneumatized Carapace.
Spawning Pool
Zergling
Attack Period: 0.6960 → 0.5900
Metabolic Boost: Movement speed increasing 1.7460 → 1.3476
Adrenal Glands: Attack period reduction 0.2000 → 0.2360
- Zergling has a lower attack rate than Brood War's, contrariwise and increasing speed effect of Metabolic Boost has increased very much, and Zerglings can be mass-produced more through Spawn Larvae of Queen. These exert huge power to suppress enemies expanding by using their speed. They come and go to enemy main base and each of expansions, next they hunt workers and they force enemies to spend resources for blockading entrance. Depending on the type of each maps, these consumption of resources may be silghtly reduced or significantly increased, On the maps like the Daedalus Point and WoL early Ladder maps, you will not be able to build your first expanding, let alone the second. Even if the map has land route of long distance per expansions, Terran can prevent Zerglings by using Hellion, but Protoss is virtually impossible to use the defending tactics for mid-late games because they did not have the unit that faster and easy to kill light-armored unit such as easily dealing with Zerglings like Hellion. These mean that it force to design terrain shaping of high density and short distance between each expansions, These maps, on the other hand, have the problem that it is too easy to defend and the games may be too long.
- Therefore, made it takes a form similar to the original by reducing additional movement speed of Metabolic Boost and increasing attack rate of Zergling.
Queen
Build Time: 50s → 48s
Life: 175 → 150
Starting Energy Amount: 25 → 50
Grouund Attack Range: 5 → 3
Air Attack Range: 8 → 7
Can select all of the queen by using 'W' the Warp Gate Hotkey.
Spawn Larvae: Energy costs 25 → 35, spawn delay duration 40 -> 42
Spawn Creep Tumor: Energy costs 25 → 35, build time and Creep Tumor spreading cooldown 15 → 20
- Zerg of StarCraft II has the characteristics of bonus speed and extensive sight caused by Spawn Creep, fastest gathering resources optimization and mass production caused by Spawn Larvae through Queen. Zerg having those advantages but to maintain the balance corresponding to those advantages, Zerg combat units were set to be much worse stats than other races, which means that if you want to use the Zerg as the maximum output, gathering resources optimization must be completed in a very short time. Creep Tumor can also be explained by the paradoxical method, because the difference in movement speed of Zerg units between inside and outside of Creep Tumor is too large and their maneuverability outside the Creep Tumor is too low, for that reason Zerg is so difficult to use preemptive strking tactics that have high risk and they are always forced to be defensive. They must repeat spreading their Creep and only wait for full control of the battlefield. Hydralisk at WoL are typical victim of these Creep and movement speed value settings, speed upgrade of Ultralisk still remains as dummy data.
- In addition, high EAPM is required to play Zerg, but not other races. Comparing the macro-abilities of each races, such as Calldown: MULE, Chrono Boost, and Spawn Larvae, Calldown: MULE and Scanner Sweep shares the same opportunity costs and they must always actively decide their energy use because they need to decide if extra Scanner Sweep are needed and reference the safety status of the bases and the resource amounts of the Mineral Fields. Protoss also makes an active decision between to gather more or to use all energy at once for quick optimization of the desired build order because of Chrono Boost. However, Spawn Larvae only must be used unconditionally at regular intervals. If you only need to do repetitive actions without other options, you may want to use auto-casting. Video games are primarily a part of leisure activities, and there is no need to do repetitive labor in the game.
- By reducing the spreading of Creep Tumor and the efficiency of Spawn Larvae, and increasing the overall performance of Zerg combat units (such as Ultralisk, Brood Lord, and Ravager), changed Spawn Creep and Spawn Larvae to non-compulsory additional elements. If you want high efficiency of Spawn Larvae and dominating battlefield through spreading Creep Tumor as before, you will need more queen, but that is not essential, and you can use more hatchery and utilize units for agressive without Creep.
- I have unified the initial energy of Queen to 50, like other units using energies. It will also help defend your base from proxy barracks and bunkering strategies.
- The most important point when other races harass the Zerg is how much they makes Zerg consume Vespene Gases. Only powerful stabbing attacks can cause that Zerg is forced to spend Vespenes to train Roaches, Ravager and Banelings. that Vespenes are for tech-up and upgrades. These tactics must be done, if they want to win by defending from massive offensive of Zerg and quick Hive tech easier. The problem is, Queen-macro are advancing day by day and Zerg players almost blocking all attacks with only Zerglings and Queen so that Zerg is very advantageous in the mid-late macro game.
Spore Crawler
Requirement: Spawning Pool → Evolution Chamber
Attack Period: 0.8600 → 0.8820
Attack Damage: 15(vs Biological +15) → 15
Root: Casting duration 4 → 8
- The tech requirements for anti-air turrets are tradionally ground army upgrade buildings. In Heart of the Swarm, to change requirements of Spore Crawler from Evolution Chamber to Spawning Pool made the Zerg Build-Orders that exclude Evolution Chambers also can easily prevent cloak strategies such as Dark Templar and Banshee that are invested many resources, so the macro-ling gap between each other increases.
- As efficiencies of most air diversionary attacker has been reduced, increased duration of Spore Crawler Root to 8 seconds to standardize with duration of Spine Crawler Root.
Spine Crawler
Root: Casting duration 12 → 8
- Reduced duration of Spine Crawler Root to standardize with duration of Spore Crawler Root.
Roach Warren
Roach
2 Roaches hatch in one egg.
Costs: 75/25 → 85/25(*2)
Supplies Costs: 1.5(*2)
- Considering the performance of Roach and the resource optimization and massive production of the Zerg, the cost of 75/25 is low enough to enable the strategy of 200 Roaches. To protect the base from this attack, must be prepared the hard-counter units such as Siege Tank and Immortal. In this mod, however, the cost of Roach is increased because Siege Tank and Immortal is changed, and the gaps of each counters were greatly alleviated, especially Immortal and Void Ray.
- Roach's supply cost have much lower supply cost to performance ratio than that of similar tier units of other races. However, to reduce the cost of its supplies to 1, it becomes too strong, so it was decided to set the value 1.5 between 1 and 2. Since the decimal point is not supported in the indication of the supply, we wanted to clarify the information of the state of supply by hatching two Roaches in one egg.
Ravager
Build Time: 12 → 20, Life 120 → 145
Corrosive Bile: Damage 60 → 50, cooldown 10 → 12
- Since Siege Tank, Cyclone, Mothership Core are weakened, Early Ravager All-In tended to be relatively strong, so I lowered the damage dealt of Corrosive Bile. Instead, I adjusted it to have the same life as Roach.
Baneling Nest
Baneling
Costs 25/25 → 10/20
Build Time: 20 → 18
Life: 30 →35
vs Structure Damage: 80 → 60
Splash damage reduce by depending on the radius of effect(100%/50%/25%). Maximum radius of damage effect 2.2 → 2.5
Centrifugal Hooks: Doesn't increase Baneling's life.
- If gamers want to mention one of the causes of too short combat time that has been pointed out since the Wings of Liberty, Baneling will be the most representative unit about that. As Zerg must use mainly disposable suicide bombing unit that have to destroy as many enemies as possible at once as their main force. And, as the attributes that able to be mass-produced and deal 100% of damage within the radius of 2.2 were added to Baneling, The situation of the battle and the outcome of the game can easily be decided in an instant. Applied damage reduction by depending on the radius to Baneling also, and considering that Baneling became too weak, I have increased its life, and reduced its cost.
Lair
Overseer
Spawn Changeling: Energy costs 50 → 75
- As Changeling scouting easily through mass production of Overseer over time, it is difficult for opponents to capture and kill.
Nydus Network
Nydus Worm
Removed both of effect non-selectable and invincible during creation
Life 200 → 500
- It is does not good look that the opponents can use only workers to kill Nydus Worm thereby opponents being able to easily negate the strategy that the Zerg had prepared with high costs and much time. But it is also not desirable that the success or failure of the strategy is decided by the instantaneous hand speed and high EAPM of the Zerg players through unloading Queen and using Transfusion to Nydus Worm quickly. Defense team can only prevent Nydus strategies if they have high firepower that can kill the Nydus Worm in an instant before Queen can use Transfusion. It means that only instant-attack units with high firepower, not launching projectile can prevent the Nydus Worm. Or have HIGH-VALUE units that can deal with the units pouring out limitlessly at UNBREAKABLE WARP PRISM.
Hydralisk Den
Hydralisk
Life: 90 → 100
Muscular Augments: Removed Hydralisk's attack range increasing. Hydralisks move 31% faster.
Grooved Spines: Increases the attack range of Hydralisks by +1 - Research at Hydralisk Den, costs 150/150, build time 100s.
- The requirements of Hydralisk has been changed to Lair, the firepower and cost have increased slightly at same time, but the life had been 80 as in Brood War. but it gained only +10 life in the recent patch of Legacy of the Void. Even though its tech requirement and cost have increased, its life is similar to the Brood War's, making that difficult to use. A similar example is Marine, which has excellent performance as an attacking unit when it comes to the performance of convulsions, damage upgrades, and DPS, but because of its low life it is easy to die and its combat power is reduced sooner. A similar example is Marine, which has excellent performance of rapid-fire and weapon upgrade efficiency and DPS, but because it has low life and easy to die, consequently its firepower is dwindled sooner. Also, because it is a ground unit that has not very long range, the DPS loss due to density of troops is also great.
- Zerg players often claimed the opinion that Hydralisk is inefficient even though it received movement speed upgrade and an attack rate up patch during Heart of the Swarm, and finally Hydralisk had once more received the upward patch to combine range and speed upgrades in Legacy of the Void. On the contrary I have increased life of Hydralisk to 100 according to its cost and tech requirements, making it possible to utilize the better performance of Hydralisk for the player who is aiming at the Hydralisk-oriented macro. And by separating its range upgrade and speed upgrade, I controlled the Hydralisks timing rush and all-in strategies.
Lurker Den
Costs: 150/150 → 200/150
Build Time: 120s → 95s
Lurker
Build Time: 25s → 40s
Attack damage 20(vs Armored +10) → 25(vs Armored +5). attack range 9 → 7. splash effect radius 0.5 → 0.6, damage effect interval 0.1250 → 0.09375
Grooved Spines: Same as Hydralisk attack range upgrade, Increase the attack range of Lurker by 2
- By Increasing radius of splash damage, speed of launching spines and normal damage dealt, Lurker is able to play the role in maintaing the line against Terran Barracks units. I was worried that the all-in attack using Lurker might be too strong, so I reduced the its basic range. That's can be repaired by researching Hydralisk's range upgrade.
Spire
Mutalisk
Movement Speed: 4.00 → 3.75
Life Regeneration Rate: 1 → 0.2734
- Mutalisk has very low DPS, but it is fastest air unit following Phoenix and it would be combined with the characteristics of Zerg that is easily able to train multiple units at once, and Zerg can easily gather many Mutalisks if they have resources enough. well-agminate Mutalisks are very suitable to disturb enemy bases. Once Mutalisks break through these air defenses, they have to spare themselves and maintain lives until next attack. However, in Heart of the Swarm the increasing life regeneration and movement speed of Mutalisk shortened the attack cycle of them and deprived the enemy of the opportunity to regain the initiative, and opponents will need more turrets and more expense for perfect defense. The matchup where this problem is most noticeable is PvZ. Even if Protoss did not use Phoenix, They could protect their base from Mutalisks with Blink Stalkers, Photon Cannons and Psionic Storm and Archon. Since then, they had a golden opportunity to attack with those troops when the combination of units and infra-system construction is complete, but now, If they do not have from three to seven Stargate beforehand, they can not defend bases, and there is no other way to victory except destroying all the structures of the Zerg.
Corruptor
Movement Speed: 3.375 → 2.953
Air Attack: Damage point 0.0625 → 0.1670, attack period 1.9000 → 1.7410
Corruption: Increases damage taken of the target by 20% for 15 seconds. Enable auto-cast.
Caustic Spray: Only 'vs Structures' weapon. attack damage 5, attack period 0.33, Restores health by 50% of damage dealt
If this attack lasts for 4.95 seconds or longer, the attack damage increases to 7 - Research at Spire, costs 100/100, build time 90s
- Corruptor is air-to-air fighters, but compared to other air units in similar roles, it lacks DPS. Corruption filled that lacking but it was removed in Legacy of the Void. Recovered Corruption and changed Caustic Spray to a normal attack weapon that needs research.
Brood Lord
Movement Speed: 1.41 → 1.88
Armor: 1 → 2
- Movement speed of Brood Lord is 1.41 like the Mothership(WoL/HotS). Movement speed of the Mothership became 1.88 in LotV, so that the Brood Lord becomes the slowest unit after Overlord. Brood Lord's the big advantage as Siege-artillerycraft that can break through enemy defense line or deter the entry of enemy troops that focused on ground warfare such as many of Colossi and Siege Tanks is negated by its slow movement speed, especially in the large maps, its vulnerability is greater in the maneuver warfare. Brood Lord and Broodling did not have such high DPS but it have a big weakness in the mobility, so I increased movement speed and armor of Brood Lord.
Infestor
Unburrowed Movement Speed 2.25 → 2.5 and
Life: 90 → 125
Fungal Growth: Not available during burrowed. Snare effect duration 4s → 2s. Total damage 30 → 35(vs Psionic +7), the damage effect lasts 4 seconds.
Neural Parasite: Not available during burrowed
Infested Terran: Energy costs 25 → 20. Egg hatching time 4.8750 → 3. Life of Infested Swarm Egg 70 → 80
- Burrow does not drain energy unlike cloak. The abilities to use powerful magic, such as Fungal Growth and Neural Parasite, without constraints while under permanent cloaking effects is a great advantage for long-term deprivation of the enemy's initiative.
- Infested Terran has been nerfed with the launching of the Heart of the Swarm, which reduced the life of Infested Swarm Egg and excluded Infested Terran from Zerg Ground Upgrades applicable. I have increased its energy costs efficiency, life of egg, and hatching time to further increase the utilization of Infested Terran.
- Fungal Growth has both of effect, binding and dealing damage, so if Infestors succeed only once to bind enemy troops, they can instantly kill bound enemies, either by only Infestor or other combined units. Because of this, the Fungal Growth has a history of changing from instant effect to projectile, and it is still able to prevent enemy breakthroughs, or to strangle crumpled enemy units, especially air units, easily. To alleviate this, we separated the restraint time and increased the damage. To alleviate this, we separated the binding duration and damage effect duration and increased damage slightly.
Swarm Host
Costs: 100/75 → 125/75
Evolve Joint and Abdominis-Rectus: Increases movement speed of Locust and Swarm Host. - Research at Infestation Pit, costs 150/150, build time 90s
Locust
Swoop: Range 6 → 3
- Swarm Host is a unique harassing unit that sends the summoned to enemy base through air route and swooping down on the base, and then make them destroy workers and structures. However, it shows restrictively overwhelming force against some certain faction and is not very useful for other situations. Swoop range of the Locust is not much different from the range of the weapon of the turrets, for that reason, turrets can't shoot down Locust, In the end, all the turrets and structures begin to be destroyed slowly. If the opponent chooses a organization that is easy to control the battlefield with high maneuverability such as bionic terran and speed-up Zergling, it is easy to track and hunt Swarm Hosts that are exposed to use Spawn Locust. In such that situation, Swarm Host can't use the its power completely. As a result of the small increasing in the mineral cost of Swarm Host and the decreasing the range of Swoop of Flying Locust, the opponents can prevent them more easily by constructing many turrets. As a countermeasure to increase the utilization of Swarm Host, I added movement speed upgrade for Locust and Swarm Host.
Hive
Viper
Attributes: Armored, Psionic, Biological → Psionic, Biological
Life: 150 → 145
Abduct: Range 9 → 7.5
Blinding Cloud: Duration 7.5 → 9
Consume: Doesn't deal damage to structures and restoring mana. Unconditionally destroys the owner's Zerg unit or structure and restores energy as much the unit's resource cost as.
Parasitic Bomb: Removed.
Red Dusk: Energy costs 100, Shares 500 shields for up to 25 friendly and allied units dividedly. The shield can be given up to 100% of the maximum life of the affected unit. Shields can be stacked up to maximum life of the unit, but the duration is not renewed. Lasts for 20 seconds.
- At the end of the Heart of the Swarm, changes of Swarm Host have reduced the odds the appearance of games going on for 1-3 hours. but hazard remains still. Because there are Tempest in the Protoss, Raven in the Terran, and Viper in the Zerg. In the case of Zerg, in the latter half of the game, Zerg builds dozens of Crawlers and builds a defensive line, if the opponent tries to break through frontal, Fungal Growth of Infestor will instantly bind the enemy units and destroy them. Brood Lords tap opponent's turrets of frontline, thereby induce Viking to be off the safety line to prevent these, and then, use Viper's Abduct or Parasitic Bomb to them. Zerg must repeat this tactic little by little until all resources on both teams are exhausted. Consume of Viper can cause energy to circulate much faster than other magical units by lightly scratching the life of structures. Zerg's own regeneration and Queen's transfusion also help this cycle of energy regeneration and life regeneration, thereby of these long-term tactics are possible to run.
- I changed the basic mechanism of Consume to maximize efficiency by lengthening the game duration, by changing Consume so that the units and structures are completely destroyed and energy is obtained as much as that units cost, rather than damaging the life of structure.
- I have rolled back the duration of the Blinding Cloud that had been nerfed. For air units, Parasitic Bomb is like 'Psionic Storm that can not be avoided and that can stack dealing damage'. Now that have become a very strong or very weak ability that only is used when against Vikings or the opponent making a mistake in controlling the air units. I think this extreme aspect was no different than a Steady Targeting, and I replaced the Parasitic Bomb with a ability that gave the allies a shield.
Ultralisk Cavern
Ultralisk
Attack Damage: 35 → 27
Chitinous Plating: Build time 110 → 90
Anabolic Synthesis: Increases movement speed of Ultralisk by 0.8 - Research at Ultralisk Cavern, costs 150/150, build time 110
- As the all of units overall DPS is decreased, Reduced Ultralisk's DPS slightly too. Instead, added a speed upgrade to increase power of frontal breakthrough.
I am waiting for your participation and feedback. especially, I think that the 'Red Dusk' that I gave to the Viper is lacking of completion, so I receive ideas of Viper's new ability to replace the Parasitic Bomb, which can assist Corruptor well. Or I need help from those who have data and trigger sources that are able to implement Spirit Link ability from Warcraft III Spirit Walker.
You can also watch the games that went on with Community Patch Mod on YouTube.
Blink
Cooldown: 10 → 12
Research Build Time: 170s → 140s
- The appearance of Mothership Core improved Observer-Blink All-in to Core-Blink all in and making its timing earlier. So build time of Reaserch Blink was delayed 30s. In this mod, aggressive blinking, which can be extremely powerful depending on each maps and terrain, has been slightly weakened by cooldown increasing by 2s. And then rolled back build time of Research Blink by 170s to 140s. The Mothership Core has changed to make aggressive using difficult.
Adept
Requirements: Cybernetic Core → Twilight Council
Costs: 100/25 → 150/50
Build Time: 38s → 42s
Shield and Life: 70/70 → 80/125
Attack Range: 4 → 3, Damage amount 10(vs Light +12) → 10(vs Light +9), Attack period 2.25 → 1.2372
Movement Speed: 2.5 → 2.95
Resonating Glaives: Removed
Psionic Transfer: Cooldown 16 → 20 - Research at Cybernetics Core, costs 150/150, build time 110s
Shade - Movement speed 4.25 → 2.95, sight radius 2 → 9, pathing radius 0.5 → 0.625
- StarCraft II 2 Balance Team, led by David Kim, has deleted Warhound and HERC because of their overlapping roles with Marauder and Hellbat. But Adept did more than just replacing Zealot perfectly. By differentiating roles, I have changed the overall performance of Adept so that it empower to Protoss' stable 2-tier Twilight Council macro.
- Psionic Transfer have great tactical advantages. The opponents requires double troops for tracking per Adept, one must track Adept's main body and one to their Shades. They are chained to Adepts till all of Adepts died in allies bases. (They are so fast that it's too hard to follow) Compared to Blink, the more Shade and Adept move in opposite directions, the longer Blink range will be.
I thought Psionic Transfer has the great potential as having versatile abilities as teleport, disturbance, and scouting. So, I adjust movement speed of Shade to the same level as Adept's main body.
Dark Templar
Damage: 45 → 40
Weapon Range: 0.1 → 1
Build Time: 55s → 48s
Dark Shrine
Build Time: 100s → 75s
Shadow Stride: Research build time 170s → 110s
- Made a slight adjustment considering that the Dark Templar strategy will become very fragile due to the being weaken of Warp Gate and Warp Prism described later. reduced build time of Dark Shrine and Shadow Stride.
- Damage also is reduced for Terran, struggling to train detector units.
High Templar
Build Time: 55s → 45s
Feedback: Energy costs 50 → 100
Psionic Storm: Initial standby and Cooldown 0s, 2s → 4s
Khaydarin Amulet: High Templars' starting energy amount +25 (do not affect objects that are summoned by Warp Gates) - Research at Templar Archives, costs 100/100. build time 80s
- The Feedback was a ability used by Dark Archon(supplies cost of 4) in Brood War. It can exhaust opponent's energy and inflict the same amount of damage that be able to lead to maximum death instantly at the same time with long casting range. It allows them to gain an edge over the confrontation between the Casters. When Compare High Templar with other Caster units in terms of cost, I think that this action is right because High Templars are the most cheap of casters.
- For the same reason as Sentry, removed the starting energy increase effect of objects that summoned by Warp Gate.
Warp Gate
Research Warp Gate: Costs 50/50 → 100/100, build time 160s → 120s
Transformation Time: 10 → 5
Changed Warp Gate cooldown to 1.5 times that the time required to train the unit from the Gateway.
- Generally, Training combat units and joining subsequent forces into main forces require time as much as main forces are far away. Defense team have an advantage that troops are stationed on the bases and so the subsequent joining is faster than offense team, This is RTS device to make the game longer that allows the offense team to delay a certain of time for the final blow by raising the battle power of defense team temporarily through fast troop joining even if the defense team suffers a loss of some troops. but Warp Gate has big advantage that is able to immediately summon subsequent troops to the main force. thereby, It saves the time needed to supplement the main forces' firepower and perfectly counterbalances the advantages of the defense team, especially boosting the all-in strategy. If defense team can not completely prevent this Protoss' first attack, the they will fall down like a domino.
- There is one more problem with Warp Gate, Compared with the Gateway, It is completely upper-compatible with shorter cooldown of the Warp Gate than build times of Gateways. If the enemy raids on the side at the moment when Protoss ready to summon their troops with a proxy-deployed Pylon or Warp Prism, Protoss can shelve this offensive deployment and summon them to the their base to take defensive action. It means that both attack and defense are actively done at the same time by only Warp Gate.
- In order to fix the problem of destroying the common tactical concepts of the unwritten rule of the existing RTS genre, significantly increased Warp Gate Upgrade costs and cooldown, slightly shorten the build time of units trained at the Gateway. By Improving the production of Gateways which was inefficient, made it the backbone of the basic macro of the Protoss. And, made Warp Gate to have only advantages for strategic asset that surprise and quick attacks. This will have greatly diminished the combat units production macros of the Protoss corresponding to the Terran Reactor and Zerg Spawn Larva, but Chrono Boost will fill that vacuum through shortening build time of upgrades and prouduction.
Robotics Facility
Warp Prism
Shield and Life: 100/80 → 100/100
Movement Speed: 2.95 → 2.5
Load Range: 6 → 1
Removed Warp Conduit from Phasing Mode(=increased warping-in time to 16 seconds equal to Pylon without Warp Gates or Nexus)
Gravitic Drive
Costs: 100/100 → 125/125
Activate Warp Conduit of Phasing Mode when researched (=warp-in process sped up to only 5 seconds) too.
Warp Conduit will be applied to all structures except for Pylon, Assimilator, and Photon Cannon too.
- Compared to other transports, Warp Prism are similar in cost, but it is the fastest, the high life amounts, and have additional features such as long distance loading, supplying Power Field and linkage attack with Warp Gates. If Warp Prism must have this the overwhelming price-to-performance ratio for Protoss to win against the other races,
I think it is a problem in itself. This is because there is no reason to leave this good Warp Prism as it is and to use other techs and strategies that 1:1 price / performance ratio.
-When opponents trained anti-air units like Viking for blocking Warp Prism, If Protoss want to break through that defense, It would be right to invest additional resources to research 'Gravitic Drive' the permanent movement speed upgrade of Warp Prism. Other transports, such as Medivac and Ventral Sacs, have also weakened and will be described in more detail below.
- Given the fact that Blizzard increased the warping in duration of Warp Gate in the common power field of alone Pylon without Warp Gate and Nexus in Legacy of the Void, they were already guessing that placing and recruiting troops instantly and quickly will maximize the timing rush of the Protoss. That was the case. Even if Warp Prism requires Robotics facility and its costs, This is an aerial unit that is able to ignore blockage with terrain and structures, and it is right it have to be downward adjustments as Pylon, given that it can also transport pre-trained units.
Immortal
Costs: 250/100 → 200/100
Supplies Costs: 4 → 3
Build Time: 55s → 45s
Movement Speed: 2.25 → 2.75
Damage 20(vs Armored +30) → 20(vs Armored +10) attack period 1.45 → 1.75
- Rather than relying solely on a tier of like Disruptor, Colossus, High Templar, and Archon, I think it is now necessary for the Protoss to enable stable 2 tier macro operating like Terran and Zerg. Reduced the gap of attribute counter damage and increased productivity and universal utilization.
Colossus
Attack period 1.50 → 1.57, persistent duration back and forth 0.0227 → 0.0312, ground weapon upgrades damage increasing +1 → +2
- Weapon upgrades efficiency 1 is the minimum numerical value of StarCraft, and it is easily offset by armor 1. Considering the total cost of one Colossus to be completed training, the upgrade efficiency of Colossus is currently too low.
Disruptor
Costs: 150/150 → 150/100
Build Time: 50s → 40s
Movement Speed: 2.25 → 2.95
Purification Nova: Damage reduce by depending on the radius of effect(100%/50%/25%). Damage dealt 145(vs Shields +55) → 60
Cooldown 40 → 13
- The existing Disruptor are perfectly overlapped with the role of splash damage unit of Robotics Facility, there is no significant difference in maneuverability, and not continuous. It is a gambling-friendly unit that kill opponents units like a flash by dealing great damage at a time, or dealing very little damage.
- When the opponent didn't responded immediately to Purification Nova, giving such a extreme damage at once is the same with the Ghost's Steady Targeting. in RTS games such as StarCraft, players must observe several places at the same time periodically and always pay attention to troop production and supplying. This is true even if a battle has begun. If you play the game, there will be a few period of blank in management of the troops. If you get a lot of damage in the meantime, and the progress of battle is completely overturned, it will not be a pleasant experience. Now, unlike the Brood War PvZ, Protoss' expanding is not much slower than the Zerg, so there is not much reason to have a strong firepower enough to compensate for the late expansion and defending overwhelming offensive of Zerg. I think that encouraging continuous combat matches the direction of StarCraft. So, reduced damage and cooldown and improved maneuverability of the Disruptor, encouraging Disruptor drop, and the combination of Disruptor + Blink Stalker as revealed in PvP, led to differentiation from the Colossus.
Stargate
Phoenix
Attack Range: 5 → 4
- Phoenix are air-to-air fighter that has an overwhelming performance in the fight to have air superiority. As their number increases, there is no big problem to deal with the ground unit because of Graviton Beam, and it is not easy for opponents to completely capture the Phoenix because they have fastest moving speed of aircrafts. In team play, it is so strong that it does not have any counter in the game, so Teamplay Protoss users will be forced to mass-produce Phoenix. As a solution to this problem, I have returned the Phoenix's stats to the Wings of Liberty version. As for vs Mutalisk and Medivac, these two were also nerfed and described later.
Oracle
Costs: 150/150 → 100/150
Build Time: 50s → 45s
Movement Speed: 4 → 3.375
Pulsar Beam: Range 4 → 3, damage dealt 15(vs Light +10) → 10(vs Light +5)
Revelation: Energy costs 50 → 75, cast range 12 → 9, duration 60 → 30
Stasis Ward: Energy costs 50 → 100, timed life 30s, cloak when start to build, build time 5s → 2.5s, activate range 6 → 1.5
- Research at Templar Archives(Requires Fleet Beacon), increase starting energy of Oracle by 25.
- The problem with the Orcale is that firepower and utility are too high, and there are no ways of capturing it in the normal way without same Protoss. Only the Protoss' control mistake will create an opportunity to catch and kill Oracle. There are Mutalisk and Banshee as good comparison objects. Mutalisk is the units that appeared from the original. It has trained in middle phase and has fast movement speed, but has expensive resource costs and low firepower. Many Mutalisks can traverse throughout the map to hunt worker and scattered troops, but They have also the disadvantage of not being able to defeat mass battalion or to break through a well-surrounded defensive towers(Until the Wings of Liberty). Banshee is much slower than Mutalisk and Wraith, It is impossible to attack air unit and its build time is too long like Tempest's, but it can harass workers alone and raise its expectations more with Cloaking Fields research. If This attacker that is able to benefit from independent action like killing workers alone is alive, its existence alone can put emotional pressure and induce resource loss to the opponents. it force opponents to build turret at every resource zone or to garrison a part of the troops before ordering troops advance. Oracle has faster movement speed and build time than Banshee, and it can harass enemies alone. Oracle can be used in frontal engagements with early proxy-stargate strategy. Even if Oracle can not directly attack the enemy, it may be possible to delay the attack of the enemies with Revelation and Stasis Ward. and can gather many of Oracles to raid enemy defensive towers and kill workers like a flash.
- Oracle is attacker that is able to be produced earlier. Considering that the units produced at the Stargate aren't universal utilizing at the middle, I think reducing Oracle's cost, utility, movement speed, and lessening a load of overall Stargate macro as increasing the universality of 2 tier Stargate units will reduce feeling illogical of the others dealing with Oracle, and those will be a balanced design that allows showing micro-skills with Oracle for agressive Protoss gamers. Even if Oracle doesn't succeed to harass workers much, if it survives, it can force enemies to build AA towers or to garrison some troops and can also use Stasis Ward, Revelation.
- I have redesigned the Stasis Ward to work similar to the Stasis Field of Arbiter after experiments. It will help Protoss to defend the timing rush of Terran Factory Mechanics focused only on ground firepower.
Void Ray
Costs: 250/150 → 225/125
Supplies Cost: 4 → 3
Build Time: 60s → 55s
Movement Speed: 2.5 → 2.25
Attack Damage: 6(vs Armored +4) → 6(vs Armored +1)
Removed Prismatic Alignment. Charge up to 3 levels when attack continues, charge required 2 seconds. Changes in damage per level: 6(+1) → 7(+2) → 8(+4);+Armored
- Void Ray shows polarization that it is so strong to destroy the enemy in an instant or it is not as efficient as the cost because its firepower is focused on only vs Armored and it costs many resources and supplies.
Tempest
Build Time: 60s → 90s
Ground and Air Attack Range: 10, 15 → 12
Ground Attack Damage: 40 → 20(vs Structures +20), Air Attack Damage: 30(vs Massive +25) → 20(vs Massive +20)
- This is the representative of the siege warfare with Raven and Viper. Its long attack range, proper attack speed and damage have good combination with Oracle's Revelation and numerous Photon Cannons-that need no supplies and can be built unlimitedly. Tempest can gnaw at enemy units and the blocking line little by little at the same time as they are protected by many of Photon Cannons.
- The so-called 'Turtling/w mass Raven, Tempest, Swarm Host', keep expanding slowly and accumulating resources and lengthening the game while defending without attacking. Nobody wants three-hour games, me too. But this gameplay method is currently perfect long-macro for all three races because they have very few vulnerabilities and almost the same analogy point. This makes games that all three race could keep confrontation till the moment the resource completely depleted. If look at the game aspect of the original, there are particular time zones in which the obvious difference for each races in advantage or disadvantage. There is an absolutely favorable race for defensive macro in the second half of the game, and the other races are in the form of fighting game to break through it. But it should be able to reduce the gap depending on players efforts. I think this structure is ideal.
- In the second half, siege and magical units combination <Raven + Viking + Planetary Fortress + Siege Tank + Battlecruiser + Missile Turret + Sensor Tower / Tempest + Photon Cannon + Oracle + High Templar / Viper + Spore Crawler + Spine Crawler + Brood Lord + Queen> are tactics that infinitely circulates the energies of the magical units to continuously damage the opponent and build defense towers endlessly, and making enemy difficult to break through frontal. To win against them, must have the same siege and caster units. Zerg uses Viper's Abduct and Consume alternately by so cutting the enemy unit one by one, Terran can protect friendly units perfectly with Point Defense Drone, and can cut enemy units a little with the long range of Viking and Seeker Missile and Snipe, Protoss protect Tempests with Photon Cannon and reveal sight the enemy units located with Oracle's Revelation, gnaw at enemy units with many of Tempests bit by bit, and if Protoss deal with Terran, they must protect Tempests from Yamato Cannon and Seeker Missiles until all energies of Ravens and Point Defense Drones exhausted. When players fight in this confrontation, the game time is over 40 minutes, and if it is really bad, it can be over 1 hour and 30 minutes.
- I got ideas from Damage Type 'Siege' of Meat Wagon, the siege unit in Warcraft III, I weakened Tempest's normal damage for weakening 'Only Tempests' and 'Fast-Tempest and Harassment with ground-impassable terrain' strategies. And, added additional vs Structure damage to deal with defense towers effective.
Carrier
Build Time: 120 → 105
Life: 250 → 300
Armor: 2 → 4
Interceptor
Build Time: 8 → 10
Costs: 10 → 20
Attack Damage 5*2 → 4*2, Attack period 3.0 → 2.5
- Carrier has a very powerful firepower, however the subject of attacking is not Carrier but the Interceptors that have low life amount. Until the original and Heart of the Swarm, opponents was able to use the tactics of reducing the firepower and draining Minerals of Protoss by destroying Interceptors instead of Carriers that have high life amount and able to attack while moving. The patch that reduces the costs of Interceptor has diminished the effectiveness of this tactic.
and now, If there is no way for opponents to shoot down mainframe the Carrier, they would be unilaterally pushed to the end and eventually defeated.
- Taking into consideration that the original Carrier had high armor level and fast attack period instead of low damage dealt, it would be right to increase its armor to reduce the situation of Carrier being destroyed vainly by lowest tier unit, to reduce the attack damage of Interceptors to make it easy dealing with Carriers by using units of higher armor level., and also reduced the situation what opponents are defeated in vain when they couldn't counter Carrier instantly.
Mothership
Restore damaged life when Mothership Core Upgrade to Mothership completed
Movement Speed: 1.875 → 1.41
Armor: 2 → 4
Mass Warp In: Energy costs 125, Teleports all units within 6.5 effect-radius around the selected point to the Mothership's location.
Photon Overcharge: The same as Mothership Core's, attack range 6(+1), attack period 1.65(-0.54)
Traveler Engine: Research at Fleet Beacon, csots 200/200, build time 140s, increase movement speed of Mothership to 1.88 & Cloaking Field effect radius to 9
- Reduced inconvenience and resources loss that have to destroy damaged Mothership Core and retrain it. By adding Mass Warp In ability, improved the variable creative advantage of using the Mothership.
- Original movement speed of the Mothership was 1.41. During the season of Legacy of the Void, it received patch that movement speed increasing. Rolled back this stats and added it as upgrade effect. Also, can improve the range of Cloaking Field that seemed to be relatively smaller than the size of Mothership.
[ Terran ]
Command Center
Upgrade to Orbital Coomand costs: 150 → 125, build time 35 → 32
Orbital Command
Calldown MULE: gathering resources delay multiplier by 2.05 to 2.15
- Terran's mineral gathering efficiency and overwhelming volume of offensive are unmatched when had more than three Orbital Command. MULE's resource harvest delay has been slightly increased to reduce its efficiency, and reduced Orbital Command costs accordingly.
Supply Depot
Build Time: 30 → 25
- Terran SCV are not able to do other work during construction and build time of Supply Depot was ineffective and the most longest at 30 seconds compared with Morphing to Overlord and Warping in Pylon. There is a concern that this may improve proxy-barracks all in, but the change of Queen, Reaper, and Bunker will made that easier to prevent them.
Engineering Bay
Build Time: 35 → 40
Terran Infantry Upgrades Level 3 Requirement: Armory → Fusion Core
Comp-neosteel Precision Sec-System: Merged the effects of Upgrade Structure Armor, Hi-sec Auto Tracking and Neosteel Frame. Costs 150/150, build time 90
- This is to match the balance with Zerg's upgrade tech and tiers.
- Neosteel Frame, Hi-Sec Auto Tracking and Structure Armor Upgrades are good upgrades but potential for investment is less than investment in troop production and other upgrades, Especially Neosteel Frame and Hi-Sec Auto Tracking. By consolidating them into one, I have raised practical value for investment.
Missile Turret
Life: 250 → 200
- Unlike the original that had high DPS only for large air units, now Turret's overall attack damage is improved and can be upgraded. powerful defensive towers make opponents breaking through frontal impossible, so I have downgraded Missile Turrets life amount.
Barracks
Tech Lab
Costs: 50/25 → 50/50
Life: 400 → 600
- While Tech Lab is substitute of Terran's tech and research buildings, it is also the concept that spends additional costs on existing production factories to produce better performance units. Currently, Terran has other unique characteristics that shorten time to train combat units and save costs to build additional production war factory. So, this is to balance the spending on the tech buildings of other races.
Marine
Damage Point: 0.05 → 0.1670
Stim Pack: Build Time 170 → 100
- StarCraft II is the game that has definite counter and have to change units tiers & armies every the game progressed. Terran, unlike the Zerg & Protoss which improve the units tier gradually from Zergling, Zealot and Stalker to Ultralisk, Mutalisk and Carrier, is only focused on Marine, Marauder and Medivac. Starport and Factory units are not performing well and only the Widow Mine and Liberator are garnished with barracks macro. Especially Marine and Marauder has highest performance, the biggest problem is that their Damage Point (=attack start delay) is very low, so the back-A-Move control is too easy and strong and easily disables opponent's melee range units.
- Terran has a completely three-divided upgrade system for infantry / vehicles / ships. Once that one of three is set up, it will take a lot of time and resources to switch to the another. I think Barracks macro should take the initiative in the game by making the most of advantages that basic tech, rapid maneuverability, productivity. And make its firepower decreasing over time and must be supported by Factory and Starport units in the mid- and long-term. Factory and Starport should have firepower high and defense capabilities instead of mobility and initiative. However, the patch which increased the build time of Research Stim Pack to 170 seconds made terran vulnerable despite Barracks macro having much better preparedness, stability and efficiency than any other macro. because it's so difficult to defend bases from Protoss' fast preemptive strike strategies such as Adept & Stalker Drop, Warp Prism & Resonating Glaives Adept all-in after expanding.
Reaper
Life: 60 → 85
Build Time: 45s → 42s
Movement Speed: 3.75 → 2.95
Attack range 5 → 4, attack period 1.10 → 1.33
KD8 Charge: Removed
Nitro Packs: Research at Barracks Tech Lab, costs 50/50, build time 50, increase movement speed of Reaper to 4.
- Reaper is a good scout but it can flood battlefield early on the basis of high maneuverability. Reaper All-in was notorious in 1v1 and teamplay all contents, till Research Nitro Packs nerfed requirements changed from Barracks Tech Lab to Factory. After Heart of the Swarm released, it became scouting-specialized unit but on the basis of speed fastest of all tier 1 units and unique life regeneration ability, it was maintained Reaper All-in a little bit. However, since the addition of the KD8 Charge, it has become one of the strongest strategies for vs Zerg, and there is no way to completely reduce the damage and keep off Reapers in Zerg's position theoretically, It also gives great stress to the Zerg users. This problem is further exacerbated in team play, and could be absolute strategy depending on the type of each maps.
- Made Reapers require additional costs for field controlling by Removing KD8 Charge ability, reducing DPS and speed of Reaper and Adding Nitro Packs. Increased its life amount so that it can break through enemy defense and perform role as a scout at least once.
Marauder
Damage Point: 0 → 0.1670
- Same reason as Marine's.
Ghost
Costs: 200/100 → 125/125
Movement Speed: 2.81 → 2.5
Starting Energy Amount: 75 → 50
Personal Cloaking: When researched at Ghost Academy, Increase starting energy of Ghosy by 25 too.
Snipe: A careful shot, dealing 25(vs Psionic +25) damage. Ignores armor. Can only target biological units.
Steady Targeting: Removed.
- Ghost has costs now 200/100, in the past 150/150. Ghost was priced at that costs because its abilities was very effective when WoL released, Snipe dealing damage 45 to Biological units and EMP Round had wide targeted area radius and damaged all of Shields and Energies to zero. However, after both Snipe and EMP Round have been nerfed, its the total cost of 300 is now a tremendous resource burden on Terran compared to the Ghost's firepower.
- During Heart of the Swarm, Ghost got patch that it have effect of Research Moebius Reactor basically. These upward adjustment patches only instigate all-in rush like 3 Ghost-Cheese and so on at that time of popularity, and it is break the unified standard in the game which all energy units trained from the original to the present have 50 energies. this also can be a big disarray for casual users who do not read patch notes frequently. So, rolled back these and added effect of Moebius Reactor to Research Personnel Cloaking.
- While Protoss is blocking the attacks of Terran, they accumlate resources and combine the units of the higher tier units, High Templar, Colossi to their troops. Terran must surely cause loss of Protoss' resources by capturing Observers and Colossi and High Templar as Vikings and Ghosts. As the game gets longer, Protoss spend surplus Minerals by summoning Zealots through that Pylons or Warp Prisms installed in various places. Those Zealots suppress the expansion of the Terran. Protoss also construct so many Photon Cannons and Tempest to solidify the defenses. For unleashing the game smoothly, Terran must induce Protoss to spend gas for reinforcing gas units on behalf the dead and thereby delaying production of Tempest. Since Snipe has been changed to Steady Targeting, it become impossible for Terran to use Ghosts to cut Biological caster units off, including the High Templar. Now, Zerg units are in a more dangerous situation from Ghost. Steady Targeting has canceled if the Ghost gets a damage at least 1, so if Ghost is more vulnerable to Fungal Growth and Psionic Storm, or if the Zerg can not capture Ghost for a short time, the higher tier of Zerg units melted down by Steady Targeting. It shows polarized aspect of game like these.
Bunker
Salvage: Salvage takes time to finish 5s → 8s, the resource recovery rate is proportional to the percentage of the current life of the bunker. min 0% - max 100%
- In StarCraft 2, pathing and blocking of structures are much more intuitive and standard than Brood War. If Terran block the path with Bunker on the narrow entrance after getting proxy-Barracks, Zergling cannot be bypassed by the ground path, it is even more fatal to the Zerg. Therefore, Salvage duration is increased so that the opponent can fight back more easily, and the recovery rate of the mineral is changed by referring to the current life of the bunker at the completion of Salvage. Changed that mineral recovery rate is made to vary according to the current life of the Bunker.
Factory
Costs 150/100 → 200/100
- Factory Mechanics armies lack liquidity and maneuverability because they that have to power Vehicle Upgrades, that requiring many costs of resources. If 3M, Marine&Medivac&Marauder takes the initiative and shakes opponent with maneuverability, Factory Mechanics should have a stable defense ability and strong firepower in the middle stages. When other races dealing with this Fac-mech, they have to use a variety of production facilities and tech buildings such as Gateway, Stargate, Robotic Facility, Roach Warren and Great Spire, and those take a lot of resouces, but in the case of Fac-mech, production of the main forces are done by Factories only, I had to increase mineral costs of Factory to balance the each infrastructures.
Hellion
Movement Speed: 4.25 → 4
Hellbat
Cargo Size: 4 → 2
- Reduced the movement speed of Hellion slightly for lowering its battlefield controlling.
- During HotS Beta, Hellbat got nerf patch increased its cargo size by 2 to 4, and got nerfed again removing basic vs Light damage after HotS released. At this point, I think it's okay to roll back its cargo size.
Widow Mine
Costs 75/25 → 25/25
Build Time 42s → 25s
Supplies Costs: 2 → 1
Movement Speed 2.81 → 2.95
Missile cooldown 40 → 30, direct hit damage dealt 125(vs Shields +35) → 80(vs Shields +40), splash damage 40(vs Shields +25) → 25(vs Shields +12.5).
Splash damage reduce by depending on the radius of effect.
- Widow Mine is the unit that have the potential to cause large losses to the opponents at low cost. It trained quick, free to deploy, forces enemy to use detectors, and also be good using with Medivac. Especially it can harass a lot to workers. With the advent of Widow Mine since Heart of the Swarm, the game had become more inclined to force players to respond quickly and always with sophisticated controls, which made it players being tired and players would be not enjoy the game.
- Therefore, had chosen to reduce both the performance and the cost of Widow Mine.
Cyclone
Costs: 150/100 → 125/50
Build Time: 45s → 40s
Ground attack damage 3(vs armored +2) → 4, attack period 0.14 → 0.35
Add Air Attack Weapon. attack damage 7(vs Shield +3), period 0.8, range 5
Cargo Size: 4 → 2
Lock On: Removed
Mag-Field Launchers: Increases Cyclone's ground attack range by 2, air attack range by 3 - Research at Factory Tech Lab, requires armory, costs 100/100, build time 110s
- Units with 'can fire while moving' concept have been around since the early days of StarCraft 2 development, but it has been discarded as a balance issue. Diamondback Tank in the campaign is proof of that fact, and you can find it in the Terran demo plays video that Dustin Browder introduced. It is doubtful why the concept that has been discarded earlier was made again at Legacy of the Void. Before Major Patch for Multiplayer 3.8.0, Cyclone was a unit with its own unique role in protecting the bases of the Terran from Warp Prism, Medivac and Banshees. but looking into that essence, Cyclone requires expensive price of resources 150/100 and have life amount by 120 and supplies costs the same as Tempest before their change. I can not understand their logic and development philosophies, "I can't allow using Only Cyclones but Only Adepts and finishing game is OK"
- Balance Team has deleted Warhound that they said the roles of Warhound and Marauder overlapped. which clearly means they pursue only the development philosophies that every units must have its own unique role regardless of difference arising from attributes, applicable upgrades, units' tier and required production facilities. But after Major Patch for Multiplayer 3.8.0, Cyclone is just stronger Marauder that trained from Factory.
- Removed Lock On ability that dealing damage very little, and, added a basic air attack weapon that is not able to fire while moving. And then redesigned Cyclone, reduced that costs and attack damage to provide Terran with stable defense at the early Factory tiers got
Siege Tank
Costs: 150/125 → 150/100
Build Time: 45s → 42s
Life: 175 → 160
Attack Period: 1.04 → 1.4
Siege Mode: Requires Siege Tech Research - Research at Factory Tech Lab, costs 125/125, build time 80s
Attack Damage: 40(vs Armored +30) → 35(vs Armored +35)
Attack Period: 3 → 4
- The traditional and basic concept of Siege Tank is that it has a long range attack and a powerful shot with splash damage, but it is defenseless to nearby units instead. In StarCraft II, Siege Tanks have a much faster attack period and higher dps than the original but it couldn't show good usability, because enemies break through by ignoring their 'first' gunfire and impenetrate into Terran formation and induce decreasing Siege Mode's firepower easily.
- In the Heart of the Swarm, Tank received a patch that did not require Siege Tech research. but it was not used well except for defending Roach & Baneling all-in, Blink All-in and TvT. Even if the efficiency of Siege Tank is not good, long-range bombardment of splash damage is fully a good advantage. However, the removal of Siege Tech Research is against the standard of unit performance and design that they had set them at Wings of Liberty, and removing the prerequisite requirement is powering strategies of all-in-one such as Moebius Reactor, as described above.
- Legacy of the Void was released, Balance Team introduced 'Tankivac' that complement perfectly shortcomings of Siege Tank that have low maneuverability and vulnerability is exposed at close range. After 3.8.0, Siege Tank gained sharply additional life and attack damage of Siege Mode. however, along with the previous removal of Research Siege Tech, being higher stats of Siege Tank are very powerful for timing rush against Protoss especially Robotics-macro. and also they can powerfully surround opponents base that no matter how many Marines were, and they can be utilized in doom-drop to damage incredible, in TvT.
- Factory Mechanics are less useful than timing rushes. It takes a lot of time and obstinate defense until enough troops accumulated, but there is not enough resources to gather enough troops. And other factions have counters that are able to overwhelm Fac-Mech which such as Swarm Host, Marine, Medivac, Carrier. Reduction of resources amounts and requiring excessive gas of Factory-macro hinder the formation of defense line and switching armies to counter attack to these units.
Thor
Build Time: 60s → 75s
Movement Speed: 1.88 → 2.25
Ground attack period 1.28 → 1.5909, damage point 0.8310 → 0.3500, damage dealt 30*2 → 25*2
Air attack period 3 → 2.5, range 10 → 9
Splash damage of Javelin Missile reduce by depending on the radius of effect(100%/50%/25%). area of effect increases.
Damage Dealt of High Impack Payload: 35(vs Armored +15) → 35(vs Massive +15)
- Most Factory vehicle units have movement speed of 2.25, equivalent to Colossus but Thor's 1.88, It is very vulnerable to maneuver warfare, because it has slower movement speed, such as the last tier battleships, Carrier and Battlecruiser. It would be typical situation that terran need to protect the bases from multiple Mutalisks in the event of the inability of counter-attack immediately.
- It has a very high firepower instead of maneuverability. Except for the potential DPS of splash damage, Thor has the highest ground attack DPS, and Thor has also long range weapons of air attack which can deal great damage dealt to single target or deal 100% splash damage to multiple targets. I had to adjust its concept - powerful heavy unit because this design is an excessive design that have no discrimination such as winning the game with only using Thor or not used at all by low maneuverability.
- Javelin Missiles deal 100% splash damage to air units within the radius of 1.5. This too is too excessive, because it could deal big damage to the units being lump at one point or it could not exert any influence over air units if they are split by the Magic Box control. In Legacy of the Void, its splash radius was increased by 1.5 to 1.6, No matter what opponents level of control are, it deals a lot of damage.
Armory
Vehicle and Ship Upgrade Level 3 Requirements: Armory → Fusion Core
- This is to match the balance with Zerg's upgrade tech and tiers.
Starport
Viking
Weapon Upgrades efficiency of air attack: +1 → +1(vs Armored +1)
Transform Duration: 2.3300s → 2.0s
Ground attack damage 12(vs Mechanical +8) → 16, range 6 → 7, Weapon Upgrades efficiency +1(vs Mechanical) → +2
- In HotS, Maru showed he beating the matches and breaking Colossi without Viking. Terran players with the highest level of micro-control are more efficient at training Marine and Marauder than Viking. While Protoss gather Colossi, they focus on upgrade of ground armor and ground weapon, and then prepare to train High Templar that not affected by upgrade almost. On the other hand, Terran needs Vikings to counter against Colossi but Viking needs Ship Upgrade separately and its upgrade efficiency is low. that is a long-range air unit, so the overall stats were downgraded, so it is almost unnecessary except in the case of to deal with Colossus, it is very difficult to make use because it is the unit that starts to train late after seeing the Colossus.
- which weakened the use of micro-skills of Marine and Marauder described above, I improved damage of Assault Mode and upgrade efficiency of Fighter Mode weapon, to make its performance as much as its costs.
Medivac
Ignite Afterburners: Movement Speed Increasing 70% → 60% - Required to research at Starport Tech Lab, costs 100/100, build time 80
- StarCraft multiplayer map terrains are well-balanced between hills and cliffs, plains, oceans and pits. Terrain and bases closer to the starting point of the players are easier to defend. When the opponent is steadily guarding the front entrance with siege units and defensive towers, transport avoids the danger of frontal breakthrough, and recycles the ground forces that were previously trained, and takes on the role of entering the base of the other over the hills and pits. This is transport. Transport generally have no other abilities besides transport. it usually performs drop attack, or, forcing enemy to garrison troops or to spend resources to build defensive towers for defending base from this drop attack. However, Dropship in the StarCraft II got healing ability without its costs fluctuations. So it can be useful in main combat of Barracks-macro Terran too. also, They can do a drop attack at any time and they can easily rock the enemy. Despite the fact that the appearance of Medivac raised enough capability of Barracks-macro guerrilla warfare, in HotS, the addition of Ignite Afterburners as a basic ability at no cost required is actually meaning Medivac's maneuverability and viability are sharply increased. When opponents are dealing with Medivacs, they are forced to have more defense troops, turrets, that additional spending than before...
- Liberator and Medivac, which are powerful aerial units that are quickly appear, and varying their power greatly depending on the shaping of terrain. This is forcing map makers to thinking always about how to make players can defend expansion easier and how to reduce power of Terran aerial unit. This is the cause of the standardizing shaping of terrain too.
Liberator
Requires Tech Lab. Costs: 150/150 → 150/175
Build Time: 60 → 50
Supplies Costs: 3 → 4
Life: 180 → 225
Armor 0 → 2
Movement Speed: 3.38 → 3.5
Defender Mode: Ability casting range 5 → 4
Ground attack damage 75 → 50, period 1.6 → 1.5
Advanced Ballistics: Increasing attack damage of Defender Mode by 10, increasing ability casting range +4 - Research at Fusion Core
- The initial abilities of Liberator are both high, with air attack which dealing damage 7*2 within radius of 1.5(=Psionic Storm), with ground attack dealing damage 85. It can also mass-produce by Reactor, LotV Terran is won and lost the game depending on how many the Liberator being produced and maintained. A lot of Corruptors couldn't deal with many of Liberators before Liberator AA nerf. After it nerfed, its role as a frigate against many Mutalisks and Phoenix has been faded. I redesigned Liberator to be closer to the air-to-air frigate that was its initial concept and to be more elite, by changing existing attack style to that accumulate small damage multiple times in wide range to light-armored air unit. Increased overall stats and tech requirement and costs too.
- Depending on the type of each maps, opponents may not be able to prevent workers harassment of Liberator, so I reduced slightly casting range of Defender Mode. And also I reduced the DPS of the Defender Mode as its life and armor were increased and other units firepower decreased, to solve the power inflation problem of StarCraft II.
Banshee
Movement Speed: 2.75 → 2.81
Build Time: 60 → 42
Removed energy.
Attack Range: 6 → 5
Attack Period: 1.25 → 1.45
Cloaking Field: Cloaked for 24s, Cooldown 42s, build time 110 → 70
Hyperflight Rotors: Removed.
- Banshee has good weapon to harass workers but not in main battle. Mutalisk and Oracle are good comparative objects of it. Mutalisks have very fast movement speeds and multiple hits, but their DPS and life are so low therefore they cannot act individually and require large number of them. On the other hand, Oracle and Banshee appearing fast, and even if only one, can record the killing of the workers enough. Banshee's production speed, moving speed are improved slightly to expand the potential of its strategic use, In order to prevent it becoming too powerful, reduced its attack range and attack speed to make defending it easier with turrets.
- The change of Cloak is for fixing the situation that High Templar blockading use of Banshee perfectly, and to reduce the situation in which the result of the game is decided easily even if the opponent does not prepare the detectors yet. Existing cloaking duration is so long, but I improved build time of Banshee Cloak.
Raven
Supplies Costs: 2 → 3
Auto Turret: Duration 14s → 15s, attack damage 18 → 16, pathing placement 2*2 block → 1*1 block
Point Defense Drone: Life 50 → 90, can not be specified as the target of feedback.
Recalibrated Explosives: Removed the effect of increasing the damage of Seeker Missile. Increases attack damage by 5 and life by 50 of Auto Turret. Reduces energy consumption of the Point Defense Drone by 10 to 8 per shot.
- It is the unit that is able to induce more than one hour of game time like HotS Swarm Host. If Terran has trained many Raven, they can cycle their energy by repeating to destroy the enemy's protruding defense line and expansion base with Auto Turrets and safeguard friendly units from injury by building Point Defense Drone. In theory, it is almost impossible to accomplish depletion of their energy because caster units can regenerate energy infinitely. If you ignore them and break through frontal, with only the units of 200 supplies, you will have to deal with hundreds of Planetary Fortresses and Missile Turrets and and Siege Tanks that all being with Raven. it means it will result in massive resource losses.
- In order to weaken the energy cycling of Ravens, increased supplies costs of Raven. Upgraded Seeker Missile can destroy the enemy main forces that attempt at attacking Terran's defensive line in an instant. For that reason I removed damage increasing effect of Recalibrated Explosives to ease opponents hesitating to attack.
- Instead, changed effect of Recalibrated Explosives to reduce Point Defense Drone's energy consumption of each shot and gaining Auto Turret's additional life and damage, to be able to show power even if there are few Raven they are.
Battlecruiser
Added Energy
Attack range 6 → 7, air attack damage 6 → 8
Yamato Cannon: Removed cooldown, energy costs 125, casting duration 3.00s → 2.42s
Tactical Jump: Removed cooldown, energy costs 100
Behemoth Reactor: Increases the Battlecruiser's starting energy by 25.
- Now, Battlecruiser can destroy exactly enemies core units and structures by using Yamato Cannon and Tactical Jump every in real-time 71s. If there is Raven's support, Battlecruiser is virtually uninjured. In StarCraft with limited resources, this one-sided damage accumulation can not escape gamers' complaints, as there is a complete difference in tactical concepts, such as Pylon with Photon Overcharge described above. Most of all, this concept of one-sided cumulative damage was not possible at all in the original, Brood War. Therefore, I have chosen to reverse the energy of Battlecruiser and increase the basic weapon range and aerial attack damage.
[ Zerg ]
Hatchery
Larva and Eggs
able to be affected by Ground Carapace Upgrade.
- Zerg Larvae and Eggs were affected by Armor Upgrade in Brood War. In StarCraft II it was missing, so I added these.
Overlord
Movement Speed: 0.59 → 0.53
Ventral Sacs: Costs 25/25 → 50/50
Pneumatized Carapaces: Build time 60 → 80. Movement speed bonus of Ventral Sacs Overlord is increasing to 2.25.
- Overlord's movement speed was originally 0.47, similar to the speed of the Brood War Overlord, but in 1.4.3 patch its speed was improved to 0.59. In StarCraft II, Zerg macro is based on(≒requires vitally) quickly mass-producing Drone by Spawn Larvae of Queen and resources gathering optimization, accordingly they needed assistance of Overlord, its scouting ability. Overlord's basic scouting power has been lowered because of changes in Queen and Zerg macros that reduced dependence on quick spreading Creep Tumor and fast resources gathering optimization, and also Power of all-in strategies and harassments, diversionary attacks of Protoss and Terran reduced.
- Ventral Sacs have to be compared with costs of producing a transport, not to Evolve Ventral Sacs of the Heart of the Swarm. Being able to perform a drop attack at Evolution Chamber, not Lair, have the positive aspect of diversification of Zerg strategies and tactics, but low cost of 25/25 and the synergies with Zergling and Baneling are very effective and it is so difficult for the opponents to deal with that rush. increased costs of Mutate Ventral Sacs, and increased effect of Ventral Sacs movement speed increasing by Pneumatized Carapace.
Spawning Pool
Zergling
Attack Period: 0.6960 → 0.5900
Metabolic Boost: Movement speed increasing 1.7460 → 1.3476
Adrenal Glands: Attack period reduction 0.2000 → 0.2360
- Zergling has a lower attack rate than Brood War's, contrariwise and increasing speed effect of Metabolic Boost has increased very much, and Zerglings can be mass-produced more through Spawn Larvae of Queen. These exert huge power to suppress enemies expanding by using their speed. They come and go to enemy main base and each of expansions, next they hunt workers and they force enemies to spend resources for blockading entrance. Depending on the type of each maps, these consumption of resources may be silghtly reduced or significantly increased, On the maps like the Daedalus Point and WoL early Ladder maps, you will not be able to build your first expanding, let alone the second. Even if the map has land route of long distance per expansions, Terran can prevent Zerglings by using Hellion, but Protoss is virtually impossible to use the defending tactics for mid-late games because they did not have the unit that faster and easy to kill light-armored unit such as easily dealing with Zerglings like Hellion. These mean that it force to design terrain shaping of high density and short distance between each expansions, These maps, on the other hand, have the problem that it is too easy to defend and the games may be too long.
- Therefore, made it takes a form similar to the original by reducing additional movement speed of Metabolic Boost and increasing attack rate of Zergling.
Queen
Build Time: 50s → 48s
Life: 175 → 150
Starting Energy Amount: 25 → 50
Grouund Attack Range: 5 → 3
Air Attack Range: 8 → 7
Can select all of the queen by using 'W' the Warp Gate Hotkey.
Spawn Larvae: Energy costs 25 → 35, spawn delay duration 40 -> 42
Spawn Creep Tumor: Energy costs 25 → 35, build time and Creep Tumor spreading cooldown 15 → 20
- Zerg of StarCraft II has the characteristics of bonus speed and extensive sight caused by Spawn Creep, fastest gathering resources optimization and mass production caused by Spawn Larvae through Queen. Zerg having those advantages but to maintain the balance corresponding to those advantages, Zerg combat units were set to be much worse stats than other races, which means that if you want to use the Zerg as the maximum output, gathering resources optimization must be completed in a very short time. Creep Tumor can also be explained by the paradoxical method, because the difference in movement speed of Zerg units between inside and outside of Creep Tumor is too large and their maneuverability outside the Creep Tumor is too low, for that reason Zerg is so difficult to use preemptive strking tactics that have high risk and they are always forced to be defensive. They must repeat spreading their Creep and only wait for full control of the battlefield. Hydralisk at WoL are typical victim of these Creep and movement speed value settings, speed upgrade of Ultralisk still remains as dummy data.
- In addition, high EAPM is required to play Zerg, but not other races. Comparing the macro-abilities of each races, such as Calldown: MULE, Chrono Boost, and Spawn Larvae, Calldown: MULE and Scanner Sweep shares the same opportunity costs and they must always actively decide their energy use because they need to decide if extra Scanner Sweep are needed and reference the safety status of the bases and the resource amounts of the Mineral Fields. Protoss also makes an active decision between to gather more or to use all energy at once for quick optimization of the desired build order because of Chrono Boost. However, Spawn Larvae only must be used unconditionally at regular intervals. If you only need to do repetitive actions without other options, you may want to use auto-casting. Video games are primarily a part of leisure activities, and there is no need to do repetitive labor in the game.
- By reducing the spreading of Creep Tumor and the efficiency of Spawn Larvae, and increasing the overall performance of Zerg combat units (such as Ultralisk, Brood Lord, and Ravager), changed Spawn Creep and Spawn Larvae to non-compulsory additional elements. If you want high efficiency of Spawn Larvae and dominating battlefield through spreading Creep Tumor as before, you will need more queen, but that is not essential, and you can use more hatchery and utilize units for agressive without Creep.
- I have unified the initial energy of Queen to 50, like other units using energies. It will also help defend your base from proxy barracks and bunkering strategies.
- The most important point when other races harass the Zerg is how much they makes Zerg consume Vespene Gases. Only powerful stabbing attacks can cause that Zerg is forced to spend Vespenes to train Roaches, Ravager and Banelings. that Vespenes are for tech-up and upgrades. These tactics must be done, if they want to win by defending from massive offensive of Zerg and quick Hive tech easier. The problem is, Queen-macro are advancing day by day and Zerg players almost blocking all attacks with only Zerglings and Queen so that Zerg is very advantageous in the mid-late macro game.
Spore Crawler
Requirement: Spawning Pool → Evolution Chamber
Attack Period: 0.8600 → 0.8820
Attack Damage: 15(vs Biological +15) → 15
Root: Casting duration 4 → 8
- The tech requirements for anti-air turrets are tradionally ground army upgrade buildings. In Heart of the Swarm, to change requirements of Spore Crawler from Evolution Chamber to Spawning Pool made the Zerg Build-Orders that exclude Evolution Chambers also can easily prevent cloak strategies such as Dark Templar and Banshee that are invested many resources, so the macro-ling gap between each other increases.
- As efficiencies of most air diversionary attacker has been reduced, increased duration of Spore Crawler Root to 8 seconds to standardize with duration of Spine Crawler Root.
Spine Crawler
Root: Casting duration 12 → 8
- Reduced duration of Spine Crawler Root to standardize with duration of Spore Crawler Root.
Roach Warren
Roach
2 Roaches hatch in one egg.
Costs: 75/25 → 85/25(*2)
Supplies Costs: 1.5(*2)
- Considering the performance of Roach and the resource optimization and massive production of the Zerg, the cost of 75/25 is low enough to enable the strategy of 200 Roaches. To protect the base from this attack, must be prepared the hard-counter units such as Siege Tank and Immortal. In this mod, however, the cost of Roach is increased because Siege Tank and Immortal is changed, and the gaps of each counters were greatly alleviated, especially Immortal and Void Ray.
- Roach's supply cost have much lower supply cost to performance ratio than that of similar tier units of other races. However, to reduce the cost of its supplies to 1, it becomes too strong, so it was decided to set the value 1.5 between 1 and 2. Since the decimal point is not supported in the indication of the supply, we wanted to clarify the information of the state of supply by hatching two Roaches in one egg.
Ravager
Build Time: 12 → 20, Life 120 → 145
Corrosive Bile: Damage 60 → 50, cooldown 10 → 12
- Since Siege Tank, Cyclone, Mothership Core are weakened, Early Ravager All-In tended to be relatively strong, so I lowered the damage dealt of Corrosive Bile. Instead, I adjusted it to have the same life as Roach.
Baneling Nest
Baneling
Costs 25/25 → 10/20
Build Time: 20 → 18
Life: 30 →35
vs Structure Damage: 80 → 60
Splash damage reduce by depending on the radius of effect(100%/50%/25%). Maximum radius of damage effect 2.2 → 2.5
Centrifugal Hooks: Doesn't increase Baneling's life.
- If gamers want to mention one of the causes of too short combat time that has been pointed out since the Wings of Liberty, Baneling will be the most representative unit about that. As Zerg must use mainly disposable suicide bombing unit that have to destroy as many enemies as possible at once as their main force. And, as the attributes that able to be mass-produced and deal 100% of damage within the radius of 2.2 were added to Baneling, The situation of the battle and the outcome of the game can easily be decided in an instant. Applied damage reduction by depending on the radius to Baneling also, and considering that Baneling became too weak, I have increased its life, and reduced its cost.
Lair
Overseer
Spawn Changeling: Energy costs 50 → 75
- As Changeling scouting easily through mass production of Overseer over time, it is difficult for opponents to capture and kill.
Nydus Network
Nydus Worm
Removed both of effect non-selectable and invincible during creation
Life 200 → 500
- It is does not good look that the opponents can use only workers to kill Nydus Worm thereby opponents being able to easily negate the strategy that the Zerg had prepared with high costs and much time. But it is also not desirable that the success or failure of the strategy is decided by the instantaneous hand speed and high EAPM of the Zerg players through unloading Queen and using Transfusion to Nydus Worm quickly. Defense team can only prevent Nydus strategies if they have high firepower that can kill the Nydus Worm in an instant before Queen can use Transfusion. It means that only instant-attack units with high firepower, not launching projectile can prevent the Nydus Worm. Or have HIGH-VALUE units that can deal with the units pouring out limitlessly at UNBREAKABLE WARP PRISM.
Hydralisk Den
Hydralisk
Life: 90 → 100
Muscular Augments: Removed Hydralisk's attack range increasing. Hydralisks move 31% faster.
Grooved Spines: Increases the attack range of Hydralisks by +1 - Research at Hydralisk Den, costs 150/150, build time 100s.
- The requirements of Hydralisk has been changed to Lair, the firepower and cost have increased slightly at same time, but the life had been 80 as in Brood War. but it gained only +10 life in the recent patch of Legacy of the Void. Even though its tech requirement and cost have increased, its life is similar to the Brood War's, making that difficult to use. A similar example is Marine, which has excellent performance as an attacking unit when it comes to the performance of convulsions, damage upgrades, and DPS, but because of its low life it is easy to die and its combat power is reduced sooner. A similar example is Marine, which has excellent performance of rapid-fire and weapon upgrade efficiency and DPS, but because it has low life and easy to die, consequently its firepower is dwindled sooner. Also, because it is a ground unit that has not very long range, the DPS loss due to density of troops is also great.
- Zerg players often claimed the opinion that Hydralisk is inefficient even though it received movement speed upgrade and an attack rate up patch during Heart of the Swarm, and finally Hydralisk had once more received the upward patch to combine range and speed upgrades in Legacy of the Void. On the contrary I have increased life of Hydralisk to 100 according to its cost and tech requirements, making it possible to utilize the better performance of Hydralisk for the player who is aiming at the Hydralisk-oriented macro. And by separating its range upgrade and speed upgrade, I controlled the Hydralisks timing rush and all-in strategies.
Lurker Den
Costs: 150/150 → 200/150
Build Time: 120s → 95s
Lurker
Build Time: 25s → 40s
Attack damage 20(vs Armored +10) → 25(vs Armored +5). attack range 9 → 7. splash effect radius 0.5 → 0.6, damage effect interval 0.1250 → 0.09375
Grooved Spines: Same as Hydralisk attack range upgrade, Increase the attack range of Lurker by 2
- By Increasing radius of splash damage, speed of launching spines and normal damage dealt, Lurker is able to play the role in maintaing the line against Terran Barracks units. I was worried that the all-in attack using Lurker might be too strong, so I reduced the its basic range. That's can be repaired by researching Hydralisk's range upgrade.
Spire
Mutalisk
Movement Speed: 4.00 → 3.75
Life Regeneration Rate: 1 → 0.2734
- Mutalisk has very low DPS, but it is fastest air unit following Phoenix and it would be combined with the characteristics of Zerg that is easily able to train multiple units at once, and Zerg can easily gather many Mutalisks if they have resources enough. well-agminate Mutalisks are very suitable to disturb enemy bases. Once Mutalisks break through these air defenses, they have to spare themselves and maintain lives until next attack. However, in Heart of the Swarm the increasing life regeneration and movement speed of Mutalisk shortened the attack cycle of them and deprived the enemy of the opportunity to regain the initiative, and opponents will need more turrets and more expense for perfect defense. The matchup where this problem is most noticeable is PvZ. Even if Protoss did not use Phoenix, They could protect their base from Mutalisks with Blink Stalkers, Photon Cannons and Psionic Storm and Archon. Since then, they had a golden opportunity to attack with those troops when the combination of units and infra-system construction is complete, but now, If they do not have from three to seven Stargate beforehand, they can not defend bases, and there is no other way to victory except destroying all the structures of the Zerg.
Corruptor
Movement Speed: 3.375 → 2.953
Air Attack: Damage point 0.0625 → 0.1670, attack period 1.9000 → 1.7410
Corruption: Increases damage taken of the target by 20% for 15 seconds. Enable auto-cast.
Caustic Spray: Only 'vs Structures' weapon. attack damage 5, attack period 0.33, Restores health by 50% of damage dealt
If this attack lasts for 4.95 seconds or longer, the attack damage increases to 7 - Research at Spire, costs 100/100, build time 90s
- Corruptor is air-to-air fighters, but compared to other air units in similar roles, it lacks DPS. Corruption filled that lacking but it was removed in Legacy of the Void. Recovered Corruption and changed Caustic Spray to a normal attack weapon that needs research.
Brood Lord
Movement Speed: 1.41 → 1.88
Armor: 1 → 2
- Movement speed of Brood Lord is 1.41 like the Mothership(WoL/HotS). Movement speed of the Mothership became 1.88 in LotV, so that the Brood Lord becomes the slowest unit after Overlord. Brood Lord's the big advantage as Siege-artillerycraft that can break through enemy defense line or deter the entry of enemy troops that focused on ground warfare such as many of Colossi and Siege Tanks is negated by its slow movement speed, especially in the large maps, its vulnerability is greater in the maneuver warfare. Brood Lord and Broodling did not have such high DPS but it have a big weakness in the mobility, so I increased movement speed and armor of Brood Lord.
Infestor
Unburrowed Movement Speed 2.25 → 2.5 and
Life: 90 → 125
Fungal Growth: Not available during burrowed. Snare effect duration 4s → 2s. Total damage 30 → 35(vs Psionic +7), the damage effect lasts 4 seconds.
Neural Parasite: Not available during burrowed
Infested Terran: Energy costs 25 → 20. Egg hatching time 4.8750 → 3. Life of Infested Swarm Egg 70 → 80
- Burrow does not drain energy unlike cloak. The abilities to use powerful magic, such as Fungal Growth and Neural Parasite, without constraints while under permanent cloaking effects is a great advantage for long-term deprivation of the enemy's initiative.
- Infested Terran has been nerfed with the launching of the Heart of the Swarm, which reduced the life of Infested Swarm Egg and excluded Infested Terran from Zerg Ground Upgrades applicable. I have increased its energy costs efficiency, life of egg, and hatching time to further increase the utilization of Infested Terran.
- Fungal Growth has both of effect, binding and dealing damage, so if Infestors succeed only once to bind enemy troops, they can instantly kill bound enemies, either by only Infestor or other combined units. Because of this, the Fungal Growth has a history of changing from instant effect to projectile, and it is still able to prevent enemy breakthroughs, or to strangle crumpled enemy units, especially air units, easily. To alleviate this, we separated the restraint time and increased the damage. To alleviate this, we separated the binding duration and damage effect duration and increased damage slightly.
Swarm Host
Costs: 100/75 → 125/75
Evolve Joint and Abdominis-Rectus: Increases movement speed of Locust and Swarm Host. - Research at Infestation Pit, costs 150/150, build time 90s
Locust
Swoop: Range 6 → 3
- Swarm Host is a unique harassing unit that sends the summoned to enemy base through air route and swooping down on the base, and then make them destroy workers and structures. However, it shows restrictively overwhelming force against some certain faction and is not very useful for other situations. Swoop range of the Locust is not much different from the range of the weapon of the turrets, for that reason, turrets can't shoot down Locust, In the end, all the turrets and structures begin to be destroyed slowly. If the opponent chooses a organization that is easy to control the battlefield with high maneuverability such as bionic terran and speed-up Zergling, it is easy to track and hunt Swarm Hosts that are exposed to use Spawn Locust. In such that situation, Swarm Host can't use the its power completely. As a result of the small increasing in the mineral cost of Swarm Host and the decreasing the range of Swoop of Flying Locust, the opponents can prevent them more easily by constructing many turrets. As a countermeasure to increase the utilization of Swarm Host, I added movement speed upgrade for Locust and Swarm Host.
Hive
Viper
Attributes: Armored, Psionic, Biological → Psionic, Biological
Life: 150 → 145
Abduct: Range 9 → 7.5
Blinding Cloud: Duration 7.5 → 9
Consume: Doesn't deal damage to structures and restoring mana. Unconditionally destroys the owner's Zerg unit or structure and restores energy as much the unit's resource cost as.
Parasitic Bomb: Removed.
Red Dusk: Energy costs 100, Shares 500 shields for up to 25 friendly and allied units dividedly. The shield can be given up to 100% of the maximum life of the affected unit. Shields can be stacked up to maximum life of the unit, but the duration is not renewed. Lasts for 20 seconds.
- At the end of the Heart of the Swarm, changes of Swarm Host have reduced the odds the appearance of games going on for 1-3 hours. but hazard remains still. Because there are Tempest in the Protoss, Raven in the Terran, and Viper in the Zerg. In the case of Zerg, in the latter half of the game, Zerg builds dozens of Crawlers and builds a defensive line, if the opponent tries to break through frontal, Fungal Growth of Infestor will instantly bind the enemy units and destroy them. Brood Lords tap opponent's turrets of frontline, thereby induce Viking to be off the safety line to prevent these, and then, use Viper's Abduct or Parasitic Bomb to them. Zerg must repeat this tactic little by little until all resources on both teams are exhausted. Consume of Viper can cause energy to circulate much faster than other magical units by lightly scratching the life of structures. Zerg's own regeneration and Queen's transfusion also help this cycle of energy regeneration and life regeneration, thereby of these long-term tactics are possible to run.
- I changed the basic mechanism of Consume to maximize efficiency by lengthening the game duration, by changing Consume so that the units and structures are completely destroyed and energy is obtained as much as that units cost, rather than damaging the life of structure.
- I have rolled back the duration of the Blinding Cloud that had been nerfed. For air units, Parasitic Bomb is like 'Psionic Storm that can not be avoided and that can stack dealing damage'. Now that have become a very strong or very weak ability that only is used when against Vikings or the opponent making a mistake in controlling the air units. I think this extreme aspect was no different than a Steady Targeting, and I replaced the Parasitic Bomb with a ability that gave the allies a shield.
Ultralisk Cavern
Ultralisk
Attack Damage: 35 → 27
Chitinous Plating: Build time 110 → 90
Anabolic Synthesis: Increases movement speed of Ultralisk by 0.8 - Research at Ultralisk Cavern, costs 150/150, build time 110
- As the all of units overall DPS is decreased, Reduced Ultralisk's DPS slightly too. Instead, added a speed upgrade to increase power of frontal breakthrough.
I am waiting for your participation and feedback. especially, I think that the 'Red Dusk' that I gave to the Viper is lacking of completion, so I receive ideas of Viper's new ability to replace the Parasitic Bomb, which can assist Corruptor well. Or I need help from those who have data and trigger sources that are able to implement Spirit Link ability from Warcraft III Spirit Walker.
You can also watch the games that went on with Community Patch Mod on YouTube.