StarCraft® II

1.5.1 Patch Log?

Found this in a german forum. Could they be real?

PROTOSS

High Templar

- Feedback can no longer target massive units

Mothership

- Vortex energy cost increased from 100 to 125

TERRAN

Battlecruiser

- Build time decreased from 90 to 80 seconds

Orbital Command

- Calldown:MULE energy cost increased from 50 to 60
- Orbital Command starting energy increased from 50 to 60

Raven

- Seeker Missile range increased from 6 to 8

ZERG

Infestor

- Fungal Growth radius has been decreased from 2 to 1.5
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I highly doubt that. Blizzard should be too busy to fix 1.5 patch problems. Besides, balance feels ok right now. Perhaps queens should be just slightly weaker.
Edited by darkness on 06/08/2012 19:47 BST
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So buff terran, nerf Toss, Nerf zerg. Sounds like a great patch.
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Simple tip: If you see some patch notes which affect balance and whatnot and it's on a site which isn't Teamliquid and/or lacks a source link for the Blizzard Blog or something like that, they're fake.
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Clearly fake, too many big changes, blizzard tries to only make minor ones (big ones might exist but rarely more than 1/patch).
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Found this in a german forum. Could they be real?

TERRAN

Battlecruiser

- Build time decreased from 90 to 80 seconds




OH !@#$ BC RUSH
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Orbital Command

- Calldown:MULE energy cost increased from 50 to 60
- Orbital Command starting energy increased from 50 to 60


this is not featable at this point of the game
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templar nerf shoul be there since relase.
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At first i thought, its too many changes to be real. But there are only the MULE and Fungal which would have a bigger impact. The other changes affect units which arent used that much in the actual meta game.

I heared Demuslim sayin that the Queen was changed for HotS. Doesnt make sense to me, but probably hes right and they do the same with something like Feedback. Thats why i posted them.

Edit: There was a link to this forums, but its dead now.
Edited by Blobbi on 06/08/2012 20:30 BST
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It doesn't seem like too many changes to be honest. It is 2- per race. Il try and analize it.

06/08/2012 19:36Posted by Blobbi
- Feedback can no longer target massive units


Not the way i would have done it, but it is clear that protoss had too much arsenal against high tier terran. After their reasoning on the snipe change this seems like a good change.

06/08/2012 19:36Posted by Blobbi
Vortex energy cost increased from 100 to 125


Self explainatory really. Blizzard would have realized that up to 2 vortex per cycle is too much.

06/08/2012 19:36Posted by Blobbi
- Build time decreased from 90 to 80 seconds


The BC is currently less used than the carrier. Doupt this one would change much.

- Calldown:MULE energy cost increased from 50 to 60 - Orbital Command starting energy increased from 50 to 60


It seems this would be aimed when terran enters their "true max" which is when they sack alot of their SCVs and let mules do the work. The extra starting energy is to minimize the impact on early game.

06/08/2012 19:36Posted by Blobbi
- Seeker Missile range increased from 6 to 8


This has been said alot. The nature of the spell means you still wanna be as close as possible. But now it can be used without "Suicide ravens"

06/08/2012 19:36Posted by Blobbi
- Fungal Growth radius has been decreased from 2 to 1.5

A nerf to infestor brood lord. No surprise

It could be a real patch. But i wanna see it officially announced first.

oh one more thing

06/08/2012 19:44Posted by darkness
I highly doubt that. Blizzard should be too busy to fix 1.5 patch problems.


It is not the balance team that does the bugfixing.
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heh :-) only infestor change is reasonable, BL corruptor infestor is atm strongest composition in-game, as P without perfect vortex you cant beat it in straight up fight, as T you must make perfect composition with like 30 vikings and pray that Z wont switch to ultras.
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It can't be real because energy consumption can only be 25/50/75 etc.
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Hmmm, while i do agree that terran needs some kind of buff and zerg needs some kind of nerf (Protoss too, but not as much as zerg.), i hope this isn't the way they're gonna do it.

06/08/2012 19:36Posted by Blobbi
- Feedback can no longer target massive units


Well, yea feedback really is quite powerful against terran tier 3, but i think this might be too much. I think half damage against massive would be enough.

06/08/2012 19:36Posted by Blobbi
- Vortex energy cost increased from 100 to 125


Sounds reasonable enough i guess. Don't think the mothership is too powerful at the moment though.

06/08/2012 19:36Posted by Blobbi
- Build time decreased from 90 to 80 seconds


Pretty good change, will make mass battlecruiser quite powerful in multiplayer games though.

- Calldown:MULE energy cost increased from 50 to 60
- Orbital Command starting energy increased from 50 to 60


I don't really see the reason for doing this since it would just nerf terran late game, which is already pretty bad.

06/08/2012 19:36Posted by Blobbi
- Seeker Missile range increased from 6 to 8


See this is something i like! I would really love to see ravens used more and i actually think this would help a lot. Nice change!

06/08/2012 19:36Posted by Blobbi
- Fungal Growth radius has been decreased from 2 to 1.5


Hmmmm, well there certainly needs to be some kind of nerf to Infestor, Brood Lord, but in my opinion is the Brood Lord they should nerf. The Brood Lord is very powerful in other compositions too, like Brood Lord, Corrupter vs. protoss lategame. The Infestor isn't really overpowered in if you ask me, it's just a decent unit. And if they were going to nerf Fungal Growth they should atleast buff NP in excange.
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All fake. No doubt.
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I would really like this patch but is is not feasible due to the mule change. 60 energy would mean the mule dropping is not aligned and it gives some extra time between mules. I think this would be awful for the game rhythm
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High Templar

- Feedback can no longer target massive units


Please.God.Yes.
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This is clearly fake.

I can tell by the fact that there are some direct and indirect terran buffs.
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This is clearly fake.

I can tell by the fact that there are some direct and indirect terran buffs.

And no bunker build time nerf.
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I love it.
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High Templar

- Feedback can no longer target massive units


That would be pretty strange since Thors had in the beginning no energy i believe and it was added since protoss had a hard time countering it

06/08/2012 20:14Posted by HcoreUnited
templar nerf shoul be there since relase.


Lol it wasn't since the release and though it is very strong now, it was buffed because before thors had energy it was impossible for toss to kill a great amount of thors.

07/08/2012 11:24Posted by Frozen
Please.God.Yes.


Same as above.
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