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Unsatisfied? Post Your Own Patch Here!

Discussion in 'StarCraft I & II' started by matyko, May 20, 2010.

  1. matyko

    matyko

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    I've been reading a thread at Sclegacy.com, namely this one that suggested everyone to make up a patch that would, in their opinion, would fix most of the balance and fun-factor problems with the beta.

    The idea would be more-or-less the same here, but with a slight twist: To prove your point, actually try to make the patch you posted in a costum map, and upload it here! It would go far to prove your point, and could actually turn out some altered melees that might actually be more fun/balanced than the real thing!

    I'd even propose a prize, but I'm just a lowly peon, and have nothing but critique and a small amount of rep to offer. Sorry! ^^

    I'll start with the actual patch notes, and I'll start working on my own version after the hectic RL stuff I'm currently having have passed:

    Patch # Infinite

    • Terran

      - Vikings:
      Vikings can be now built in the factory as well as the starport, landing/getting airborne, however is dependant on actually having a factory/starport.

      - Recoil Turret (Upgrade) <100 Min|150 Gas|60 sec>
      Hellions can fire while moving. Its' researched at the Factory Tech Lab, and requires an Armory to begin research.

      - Thor
      The supply cost has been lowered by 2, but now has to switch between anti-air and ground attack modes, each taking roughly five seconds.
    • Zerg

      - Roach
      The roach is slightly larger and has a bigger healthpool. His normal attack is now a melee slash, and his old attack has been reworked into a "corroding spit" attack that decimates small (two-by-two) structures and vehicles.

      - Creep Glands (Upgrade) <100 Min|100 Gas|60 sec>
      Overlord can now spew creep while moving, leaving a trail of creep that dissolves faster than the normal creep. Requires Hive to research.

      -Overseer
      The overseer gains an ability called Dark Swarm. The overseer must remain above the dark swarmed area to channel it. It takes 2 energy/ingame second. Every ground unit takes only a single damage from any ranged attack within the swarm, as well as from any splash or special abilities.

      -Infestor
      Spawn infested terran has been replaced with Infest: a channeled ability that disables the target structure or vehicle until the effect is canceled, the Infestor moves away, or is killed. A single infestor can infest up to two things at the same time.

      -Paternal Sacks (Upgrade) <150 Min|200 Gas|90 sec>
      This upgrade is now required to allow the Broodlord to store up to two broodlings for the first attack. Researched at the Greater Spire.

      - Corruptor
      The corruptors' corruption ability has been decreased to only 10% extra incoming damage, but is now a passive ability, with no energy requirements, instantly corrupting the target when attacking.

      - Ultralisk
      Ultralisks gain a passive siegebreaker ability that allows them to run through forcefields, destroying them in the proccess, although drasticly slowing down the Ultralisk for roughly three seconds.
    • Protoss

      - Dark Shrine
      Now costs <125 Min|200 Gas|100 sec>

      - Dark Templar
      Now cost <125 Min|100 Gas|50 sec>, but cannot attack structures.

      - Nerazim Blades (Upgrade) <200 Min|150 Gas|75 sec>
      This reseach allows the Dark Templar to attack structures. Reseachable at the Dark Shrine.

      - Phoenix
      The Phoenix now doesn't attack while moving. Instead, it begins to charge it's attack as soon a targetable enemy unit is just out of range, allowing the Phoenix to, when controled correctly, always fire off the first shot.

      - Void Ray
      Void Rays now charge to full power in six seconds, however, they also gained an "abilty" called <Null Void Capacitors>, that slows down the Void Rays' charging by one second for every other Void Ray within a 3.0 vicinity.

      - Mothership
      The cloak field radius has been shrunk by roughly 10%, however, the Mothership now has 400 hitpoints and the shield has been increased to 450. The mothership also has a new area-targeted ability called <Psi Supression Field>, that disallows any casters to cast within the area. Costs 100 energy.


    As always, any feedback to the idea, my own post, or anything is more than welcome! ^^
     
    Last edited: May 20, 2010
  2. MGCǂSpectre

    MGCǂSpectre

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    I won't get long. However, there are whiners that just annoy me with crying how it's not like starcraft 1. So my suggestions are just:

    Zerg
    Added Lurker unit

    Protoss: Arbiter added, replaces Mothership for multiplayer games (idea of st]yoda from blizzard forums)

    Terran:
    Added Lockdown ability to ghost

    That's imo + max maybe 1-2 units comeback per race that may be needed. Other than that, I h8 to see 'make it like sc1'.
     
  3. killer1390

    killer1390

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    My opinion, exactly like above, except one added unit. The basatron from april fools. :grin:

    But in all seriousness, I agree with the above, and think the basatron should be a bonus unit in the galaxy editor.
     
  4. matyko

    matyko

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    The Terratron might make an apearance in the retail Galaxy editor, but even if it does, it wont be such a hardcore hit as it looked. Just warning you ahead of time! ;)

    And TheTerran, Icwhutudidthar, but seriously, what WOULD make melee more fun for you, for example?
     
  5. Robbepop

    Robbepop

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    hiho,

    my wished changelog for patch #13:

    Changelog Patch #13

    • Fixed all editor glitches and bugs.
    • Added important native functions to Galaxy.
    • Increased the bank value storage in multiplayer limit to an unreachable value.
    • Added more terrain textures and doodads.
    • Greatly decreased the delay in multiplayer games for some events such as Mouse Locking and Button Press events.

    Zerg:
    • Ultralisks now have got a new tanks role in the army due to the fact that one siege unit (Brood Lord) is enough for a race. They are similar to the mountain giants in warcraft 3.

    Protoss:
    • Rebalanced all Protoss units! xD


    :p

    Robbepop
     
  6. matyko

    matyko

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    With possibly the exeption of the multiplayer delay, I think pretty much all you said actually has a possiblity to come into existance in the retail version, however, I have one question: Why and how would you rebalance ALL the Toss units?! D:
     
  7. bboy-tiger-

    bboy-tiger-

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    "Fixed all editor glitches and bugs."
    Come on dude. You cant write like this... be specific.
     
  8. Robbepop

    Robbepop

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    hiho,

    im playing as zerg and sometimes im just think that my crap units haven't got a bit of a chance against those mighty protoss units.
    there is nothing nasty with zerg units it is just the mass of units and in 200/200 games that counts nothing... :-/

    @bboy-tiger-:
    it was more ment to be fun.^^
    atm i moved back to wc3 because of all the bugs, missing features and functions etc... -.-

    Robbepop
     
  9. matyko

    matyko

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    The zerg need a bit more fleshing out, I agree with that, but blizzard, by all probabilty, will not make a new unit before retail hits. To me, the zerg seem to be technically cut in half, with a crapload of stuff that would be needed and loved held back for the expansions.

    If blizzard was actually hellbent on adding to the Zerg, there are quite a few Single Player models (the Brutalisk, for example), that could be added, but I tried to go with a more tame, and actually deliverable patch. Not that blizzard will ever read it, but atleast I'll be able to make the "patch" myself if I ever get the sweet time to actually learn the bloody Galaxy editor.

    On that note: Galaxy knows infinitely more than the classic World Editor. We just have a crapload of apps and years of experience behind our belt. It's easy that way! :p
     
  10. Tleno

    Tleno

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    Just fix that patch looping bug and I'll be happy...
     
  11. matyko

    matyko

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    Patch looping bug? Do you mean the fact that all patches upload one-by-one but you see the latest patchnotes, or the bug that can usually be fixed by restarting your computer?

    I haven't come across any other patching problems myself, so excuse my blindness when it comes to this topic! ><
     
  12. Tleno

    Tleno

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    No, there is a bug that the game tryes to patch the latest patch, no matter what version do you have. And even if you have all the versions, you are still unable to play it.
     
  13. Dr Super Good

    Dr Super Good

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    My patch... well...

    * Can now create custom script object in the trigger editor which is an entire window where custom script can be entered. Also has various options for the script including private namespace (appends a prefix to all names difined in the scope) and initial entry function (called on map start).

    Thats all that is really needed in a patch 14.
     
  14. matyko

    matyko

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    The Galaxy equivalent of vJass will rock everyones' world. You just have to give it time. Rome wasn't built in a day. :)
    Look at the maps made during the begining of RoC compared to the ones today. Time, is the key.
     
  15. Dr Super Good

    Dr Super Good

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    I do not care about precompilers as there is no need for them as you can difine stuff like globals everywhere.

    We just need a damn window where we can enter script to be saved without having to difine a trigger and 2 usless functions like we must currently.
     
  16. mrzwach

    mrzwach

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    QFT.

    Haven't even bothered with coding yet because of this.
     
  17. Dr Super Good

    Dr Super Good

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    With that feature alone, the scripting language would be better than WC3 in every way, but without it....
     
  18. PurplePoot

    PurplePoot

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    Only really care about melee at the moment, so here goes. Assuming Patch 12 as a base point since I think a lot of the Patch 13 changes went the wrong direction.

    Balance Changes

    Terran
    • Decreased the cost of Combat Shields to 100/100.

    • Decreased the cost of Stim Packs to 125/125.

    • Decreased the cost of Ghosts to 100/150.

    • Reapers may be built from a barracks with a reactor at the normal rate of two units at a time.


    Protoss
    • Decreased Void Ray move speed from 2.25 to 2.00

    • Decreased Void Ray range from 7 to 6.

    • Force Field is now destructible by massive units walking through it.


    Zerg
    • When Chitonous Plating is researched, the Ultralisk cannot take more than 200 damage per second.

    • Ultralisk damage reduced from 25 to 20.


    Small Zerg and Terran buffs, much-needed Protoss nerfs. Attempts to make the Reaper not suck any time outside of rushes, and the buff shouldn't affect rushes since the reactor takes way longer to build than the tech lab.

    Also, Terran really needs a Goliath-style unit since TvT is currently viking spam.
     
  19. MGCǂSpectre

    MGCǂSpectre

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    Im also not satisfied with some of the editor features like missing basic triggers and how many things you have to go through for just changing the model and similar issues.

    Reaper from reactor would be imba though :)
    Thor are the goliaths.. they use them in TvT sometimes and vikings assault mode many will die to just one thor.

    I think Bcruiser needs more power to become the perfect counter to carriers. Not that I play vs carriers but when someone happens to make just 6 carriers with stalkers and voidrays the rest in 200 limit, it's unstoppable.

    This time im gonna wait for some fixing to the mass drops before I start my placement and will try to get higher league directly. I mean when Bronze was the 2nd worst I ranked myself 4th after making 10 wins in a row the only losses being disconnections, that I reported even in patch 12 but without result. Without the disconnections I could've mvoed. My Silver were even worse than my bronze opponents. I dont think I belong to Bronze or Silver, and since Gold is the new Silver, not even Gold. Platinum ftw.
     
  20. PurplePoot

    PurplePoot

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    How would reactor reapers be imbalanced? Currently they are terrible any time outside of a rush, in which case a reactor wouldn't be viable due to the extra gas cost and the extra build time. The main reason for this terribleness is not ineffectiveness (they are very good against units such as hydralisks) but because you just can't make enough of them since their build time is so long to stop reaper rush being absurd.