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The results are in: according to our very recent poll, 48% of the our readers have hardware concerns that might prevent them from fully enjoying StarCraft 2: Wings of Liberty.

StarCraft 2 HardwarePoll Results - a Thousand Votes

For many, getting to play StarCraft 2 is as easy as going to the store, buying and installing the game; for others, who have fallen out of the race to maintain a modern computer, capable of playing new games, it may not be so simple. Now that StarCraft 2 is finally out, the time has come to get some new gear, and one of the main things to consider is the graphics card.

Nvidia has just released a new graphics card – the GeForce GTX 460 – targeted at those wishing to get a cost-efficient gaming system without breaking the bank, and we will review it here today. As well, we’re going to go over some more hardware and recommend the best parts for a system built to play StarCraft 2.

At $199 ($229 for the 1GB variant) and including a trial coupon for the game, this card is positioned to compete in the mid-range graphics card arena and provide exactly the right amount of GPU-juice for StarCraft 2. Can the card really live up to this claim? The guys at Nvidia have sent us a shiny new EVGA GeForce GTX 460 with 1GB of memory to test just that.

THE CARD

First of all, let’s go over the card’s story and specs. If technobabble isn’t your thing, skip right ahead to the results down the line.

The GTX 460 is Nvidia’s second Fermi (GF104 core) graphics card, released after the GeForce GTX 465 – a more expensive variant that was essentially a stripped down version of Nvidia’s higher-end GeForce GTX 480 card. Not priced competitively, it didn’t do so well in the market.

The 460 is everything the 465 should have been in the mid-range market: as a slightly updated design, it performs more efficiently per clock cycle; it also has a higher price/performance ratio than the rest of Nvidia’s GTX line. It is indeed priced very competitively, performing better than the equivalent AMD model – the Radeon 5830. Not only that, it also overclocks like a champ: enough to outperform much more expensive cards and go toe to toe with its older and more powerful brother, the GeForce GTX 470; but more on that later.

SPECIFICATIONS

 —————————— GTX 460 1GB GDDR5   |   GTX 460 768MB GDDR5—————————

Graphics Clock                             675                                 675

Processor Clock                          1300                               1300

Memory Clock                            1800                               1800

Texture Fill Rate (billion/sec)         37.8                                37.8

Memory Interface width             256 bit                            196 bit

Memory Bandwitdh (GB/sec)      115.2                               86.4

Maximum Power Draw                160W                              160W

Price                                           $229                               $199

TEST SYSTEMS

We tested 3 different cards in different price ranges, attempting to isolate GPU performance and determine the sweet spot for StarCraft 2 gaming. As well, two different CPUs were used to evaluate the impact of the CPU on performance.

System #1: Old/Mainstream

  • CPU: Intel Core 2 Duo E6700 @ 3.6GHz
  • Motherboard: Asus P5B
  • Hard Disk: Intel X-25V SSD X 2 (RAID 0)
  • Memory: Kingston DDR2 800MHz 1GB X 4
  • Video Driver: Nvidia – 258.98 WHQL; ATI – Catalyst 10.7
  • Operating System: Windows 7 64 bit, freshly installed

System #2: New/High-End

  • CPU: Intel i7 860 @ 3.8 GHz
  • Motherboard: Gigabyte GA-P55A-UD3
  • Hard Disk: Intel X-25M SSD
  • Memory: Kingston DDR3 1600 MHz 2GB X 2
  • Video Driver: Nvidia – 258.98 WHQL; ATI – Catalyst 10.7
  • Operating System: Windows 7 64 bit, freshly installed

THE TEST

Two different replays were used. The first is of a typical 15 minute 1v1 game on Kulas Ravine, testing normal gameplay conditions with two players only. The second is a 2v2 game, meant to test our systems in an environment with 200-food armies clashing.

We tested the GTX 460 under many conditions: 1680X1050 using the high graphics option preset and high texture levels; 1920X1200 using the ultra graphics preset and ultra texture levels; 1920X1200 ultra with 4xAA/8xAF; and 1920X1200 with 4xAA/8xAF – overclocked. We also tested the impact of the windowed fullscreen mode on performance.

As well, we compared the GTX 460 using 1920X1200 ultra against ATI’s low-range Radeon HD 5750 card and Nvidia’s high-range GTX 470 card.

You can download both replays here:

1v1 | 2v2

We measured the minimum, average and maximum frames per second (FPS) in each test. The more powerful a system is, the more frames it can churn out in a given time frame. In the 1v1 game, we started measuring at minute 5:00 in the game and stopped at the end. For the 2v2 game, recording started at minute 26:00 and lasted till the end once more. If you wish to replicate our test with your system, download Fraps, play the replay until the aforementioned time point, hit the Fraps benchmark hotkey while simultaneously unpausing the game (Hotkey “P”), and let it record on “Faster” speed until the of the replay.

RESULTS

We began by benchmarking the GTX 460 and quickly noticed that it’s highly CPU-bottlenecked when tested on the main benchmarking system with the relatively old C2D E6700 CPU, even with its high overclock speed. Therefore, to make future tests more GPU-dependent, all tests were conducted with “Physics” turned off and “Effects” turned to low, as both of these options rely mostly on the CPU.

To start things off, we compared the different cards to see how the GTX 460 holds up against them. We used the highest quality settings – without anti-aliasing (AA) or anisotropic filtering (AF), as the ATI drivers don’t support them in StarCraft 2 – to make sure the different graphics cards show their strength.

Since StarCraft 2 isn’t a particularly graphics-intensive game, it’s not entirely surprising to see the $229 GTX 460 performing almost as well as the much more expensive, $350 GTX 470. It’s also easy to see that our 2v2 test was heavily influenced by the CPU, as the different cards show very little difference between them in the minimum FPS measurement.

Next, we evaluated the GTX 460′s performance using different quality settings and added a test to determine the effect of fullscreen windowed mode as well.

While lowering the resolution and decreasing the quality clearly has an effect on speed, the GTX 460 is more than able to take on the high resolution and maximum graphics quality settings and allow for smooth play. Throwing anti-aliasing and anisotropic filtering into the mix and further increasing image quality still allows an acceptable gaming experience, though the intensive 2v2 test brings the minimum FPS level below what we’d recommend for serious gameplay. For those of you who are playing on struggling systems, it is important to note that windowed fullscreen mode takes a significant toll on performance. While it makes quickly tabbing out of the game easy, it’s definitely not worth it if it means the game itself becomes less playable. (Extra note: using an SSD makes tabbing out and back in, in normal fullscreen mode, much faster!)

Next comes the overclock test. As we mentioned, the GTX 460 is an amazing overclocker. Using the EVGA Precision overclocking program, our card easily achieved a 21% increase in core clock and 18% increase in memory clock – and we were quite conservative about pushing it! Using GPUTool and HWmonitor to stress test and monitor the card, we quickly increased the speeds until finding a stable point.

And off we were again to test the card! We chose to compare the most intensive graphics settings, running the ultra quality with AA and AF benchmark.


The GTX 460 benefits very nicely from overclocking, though the system is still clearly bottlenecked by the CPU. The most amazing find in our overclocking test, though, is the fact that the GTX 460 is almost completely unfazed by the extra speeds! Temperatures and fan speed at maximum operation levels remain almost exactly the same as when operating at standard levels; a 2-3C degree change at most, and almost 30C degrees below the maximum operating temperature as stated by Nvidia. What this means is that this level of overclocking can be applied indefinitely, increasing the value of this incredible card even further.

Lastly, we tested the GTX 460 on a system with an extremely fast CPU – Intel’s recent i7 design, running at 3.8GHz. It doesn’t get much faster than that, and it showed in this benchmark.

As we suspected, the mainstream system with the relatively old CPU is indeed quite bottlenecked by it. When installed on the newer system, the GTX 460 shows just how held back it was before, and confirms that it is more than sufficient to handle anything StarCraft 2 can throw at it. To get more information about different CPUs and their effect on StarCraft 2 performance, check out Techspot’s excellent writeup on the subject.

At this point of our analysis, we can whole-heartedly confirm Nvidia’s claim: to play StarCraft 2 at the highest quality settings, one does not need more than Nvidia’s new ~$200 offering – the GTX 460. And not only StarCraft 2, mind you; other reviewers have already crowned the GTX 460 as the “$200 king”.

CONCLUSIONS

In order to get the best performing computer for StarCraft 2 without going overboard with the expenditure, one should get:

1) An Intel i5-760 processor – another $200 wonder. Since StarCraft 2 only utilizes two cores, quad core CPUs such as the one used in our faster test system are somewhat of an overkill for it and for most other games. The 750 is the current sweetspot for Intel CPUs – despite its four cores, its price/performance ratio is hard to beat even in a dual core limited game – and it can also be heavily overclocked, which leads us to

2) A nice CPU heatsink/fan combo. We recommend one of the following models for their high price/performance ratio, quiet idle noise levels, and relatively powerful cooling abilities. Our first test system is equipped with a Scythe Mugen 2 Rev. B, as can be seen in the picture above. Our second test system sports a Cooler Master Hyper 212 Plus. The Xigmatek HDT-S1283 is a nice solution that’s cheaper.

3) An LGA 1156 board such as the one in our new test system or an Asus P7P55.

4) A good graphics card. It’s hard to not recommend the GTX 460 we reviewed here – it certainly does an amazing job and can handle everything StarCraft 2 can throw at it even at the maximum quality settings. At the $200-$250 price range, choosing the GeForce GTX 460 is a no-brainer.


Continuing our Strategy Overview series with the Terran race, we explore commonly used strategies in mid to high level of play in StarCraft 2. The Terran race is a totally different animal from the Protoss race previously explored here, and, therefore, the format will not be exactly the same as before – the rugged space hicks are actually not as straightforward as they seem!

To start off, we’ll focus on the common rush-type openings, before moving on to the more general gameplay strategies.

Reaper Rush

The Reaper, The Terran’s jetpack-equipped infantry unit, has been hotly discussed from day one. This super fast, ranged, cliff-jumping, light-damage dealing, tier 1.1 unit takes down workers in three rapid shots and can infiltrate an enemy mineral line before he’s able to produce a single unit. The fastest variation calls for building a Barracks and Refinery before the first supply depot, attaching a tech-lab to it and getting a Reaper out as soon as possible.

Since this is an economy-crippling build, the goal in this rush is to inflict more economy damage to the opponent than the Terran player has sacrificed for it. In low-mid levels of play, groups of 2-3 Reapers will be gathered first before an attack. However, in higher level play, players can smell a Reaper rush a mile away, and so, the Terran player will send his first Reaper to attack as soon as it emerges from the Barracks.

Doing it wrong: Reapers approach the Terran choke head-onYou’re doing it wrong

Reapers are basically invulnerable to tier 1 melee units and can kite those forever while taking shots at them if proper micromanagement is applied. The only exceptions are Zerglings on creep and Speedlings, which can catch up with the Reapers and quickly surround them. Still, with the Reapers’ ability to jump up and down cliffs, their survivability and harassment potential are greatly increased.

Some are calling it the “Terran 6pool” because of the somewhat obnoxious feeling one gets from being attacked before any defensive capabilities are available. However, just like early Zergling rushes, Reaper rushes can be defended against as well if one scouts ahead and prepares accordingly.

Counters:

  • A single Stalker or Marauder in the mineral line, Roaches
  • ~2 Marines per Reaper
  • A Spine Colony or Photon Cannon + whatever units are at hand to chase the Reapers

Fast Banshees

Banshees, the Terran’s rotor-spaceships, are somewhat slow and can’t take a lot of hits, but dish out damage at an incredible rate. Despite being relatively high on the tech tree, the Terran’s walling-off abilities make this strategy both relatively safe and hard to scout. Getting these out to the field quickly gives the Terran player a good chance to find his opponent lacking any meaningful anti-air capabilities. With more than a couple at hand, the Banshees are very capable at hit and run attacks against anti-air defenses and units, wearing down the opponent until the mineral line is exposed and the workers are good for the picking. However, even single Banshees can take out their immediate counters in one on one battles – Both Queens and Stalkers lose to a Banshee in a head-on fight, and groups of Marines are not guaranteed to repel it as well. When the defenses go down, two Banshee volleys are enough to kill one worker! If that wasn’t enough, delaying the Banshee attack a little longer can allow the Terran player to research Cloak for it, making its harassment (and game ending-potential) even more effective.

Counters:

  • Missile Turrets with Marines, quick Vikings with Ravens
  • Spore Colonies, quick Hydralisks with Overseers
  • Photon Cannons, Stalkers with Observers added later on

Marine Rush

As simple as it gets. Get a bunch of trusty Marines and send them to the enemy base, mowing down everything on the way. This build was very uncommon in the early days of the beta – the simplest things are sometimes hardest to see – but it’s been gaining traction as of late, despite the nerf to the Marine build time in patch #6. After getting a first Barracks and an Orbital Command, three more Barracks are quickly added (before the second Supply Depot, for brave players) and Marines start being produced in masses. The gang heads out to the enemy base, trying to take advantage of their long weapon range and concentrated DPS to quickly and painlessly take down any target of opportunity. With some micro inserted into the mix, the Marines will run back a bit after each firing cycle: this makes them take less hits from melee units and prevent them from getting surrounded as well as makes it harder for shorter ranged units to engage with their full attack potential. When the Terran player finally pushes his Marine force into the enemy base – usually supplemented by more and more waves of rallied reinforcements – the opportunity to deal a knock-out blow to the enemy economy is great, and the game is often decided right at that point.

Counters:

  • Bunkers, especially with Reapers OR very quick Siege Tanks
  • Banelings, Roaches and/or Spine Crawlers in sufficient numbers
  • Quick Colossus, dancing Stalkers, Cannons + Force Field in chokes, Charging Zealots

Hellion Opening

Hellions, the StarCraft 2 Firebat/Vulture hybrid, have been seeing more and more use throughout all stages of the game. Still, one of their most effective uses is early in the game, where few offensive units are available. Their linear splash damage effect makes them particularly suitable for killing workers – especially if these try to run away – and makes the Hellion one of the units most benefiting from good micromanagement. The Terran player will get a fast Factory right after the first Barracks, on which a Reactor addon is pre-built, and then move the Factory over it to quickly start pumping out Hellions for a devastating drive-by on the enemy economy. With their bonus damage against light targets, the Hellions remain very handy later on, if Zerglings, Banelings, Hydralisks, Zealots, and Dark Templars come into play. While the Hellions can’t survive many hits, their relatively long range allows them to stay safely behind the rest of the Terran army, scorching enemy units without inflicting friendly fire damage in the process.

Upgraded Hellions devastate the Protoss worker line

Counters

  • Blocked ramps and choke points (units on Hold Position work well!)
  • Static defense in the mineral line

Standard M3 Ball

Ahh, the dreaded M&M&M army. Much has been said about this unit composition – comprising Marines, Marauders and Medivacs – and not surprisingly so, as it can be seen in the vast majority of Terran games, in all match-ups. The reason, of course, is the incredible robustness and all-roundedness of this build – and some would say: ease of use. The M3 ball, composed of easy to mass units, capable in both defense and offense, mobile to the extreme yet beefy enough for a stand-up fight, is clearly the “correct” go-to strategy in many situations. With Marauders dishing out heavy anti-armor damage, Marines – the highest DPS/cost ranged unit in the game, who have a great anti-air weapon – and Medivacs, the mobility and healing granting fliers, the M3 ball can be where it needs quickly, counter almost any unit composition, and stay alive long enough to get the job done. With the three upgrades added – Combat Shields, Concussive Shells and Stim Packs – the ball can serve many Terran players for the entire match.

Perfect Combo - A big MMM Blog with a Thor on the side

When building up for an M3 ball, one would best be served by quickly setting up two extra Barracks after upgrading to an Orbital Command. One Barracks should have the Reactor addon while the other two get a Tech-Lab. From then on, pumping out units is an easy affair, and the ball is quickly formed by continually building two Marauders and two Marines at a time. This build allows the production of a relatively heavy army while still teching up and/or getting unit upgrades – a must for a dedicated M3 ball. When a small complement of M&Ms is gathered, a Starport is built to supplement them with Medivacs.

The M3 ball is made! This well-rounded army can then push out, look for weaknesses in enemy positions, drop on unsuspecting mineral lines, or serve as cannon fodder for Siege Tanks.

Counters

  • Siege Tanks, Cloaked Banshees
  • Fungal Growth, Banelings + Swarm, Brood Lords in the late game
  • Colossi or Psi-Storm with Charging Zealots

Mid-game transitions: Siege Tanks, Thors

Once the Terran player has opened with one of the above and successfully transitioned into the mid-game, the time comes to choose a unit composition that will best serve the next transition – into a victory, or at least into the late-game. The Terran race has a variety of options and answers for all situations, but some counters are very hard and serve almost no purpose against anything but their intended targets.

Siege Tanks

The Siege Tank, one of the Terran’s most symbolic units, returns to serve the same role in StarCraft 2 – ground-control and crowd-control. With the huge damage and splash effect, Siege Tanks are effective in all numbers, whether by softening up enemy units for an M&M blob or by completely denying an area of the battlefield from ground units when large enough numbers are used. Often, the Terran player will quickly get a couple of Siege Tanks after settling into the game and march straight towards the enemy base, slowly wearing him down with the help of the incredible long range of the sieged-up tank artillery cannon. From then, the Terran player is a Siege-Tank push away from victory – slowly leap-frogging the Siege Tanks closer and closer to where it hurts while keeping the enemy contained inside his base.

Counters

  • Siege Tanks, Banshees
  • Swarming the tanks when they unsiege, Brood Lords
  • Immortals, Phoenix Gravity Beam, Dark Templars, carefully managed Charging Zealots

Thors

The Terran Thor, still a menacing unit despite the recent size cut, has slowly managed to find a niche on the battlefield, thanks to some patched-in changes to its attributes and a greater understanding of its role in the game a couple of months into the beta. Despite its cost, the Thor has many advantages and is very useful in many army compositions – and sometimes, even just by itself.

Thor Doom Drop an Unsuspecting Protoss

Since the Thor is able to take down many units – including workers – in one volley of its cannons, Thor drops can actually be very effective if done right. A Terran producing a Thor quickly and dropping it on an enemy mineral line will rack up a few worker kills easily and will also be able to deal with many offensive units unless they swarm him all together – in which case, it’s back to the Medivac.

Thors are also a great addition to an M&M ball when deciding to push out with one. Its great anti-air attack, which deals area-of-effect damage in a small radius, is a perfect complement to Marines against flying threats such as the Mutalisk and Banshee. The Thor’s special Strike Cannon ability is great when dealing with other Massive targets, since, despite not dealing much more DPS than its normal attack, the bombardment stuns the unit in place until it dies. Also, since abilities ignore the Immortal’s hardened shield, the Strike Cannons destroy a fully-shielded Immortal in one use.

What is the Standard

When Terran players wish to play it safe and solid, they’ll often wall-up inside their base while gathering the standard M&M force. Constantly scouting the enemy, additional units will supplement this basic army to counter upcoming threats to the Terran infantry: Hellions for masses of light units, mainly Zerglings, Banelings and Zealots; Vikings for heavy air units, such as Brood Lords, Void Rays, Carriers and Battlecruisers, as well for decapitating Colossi; Siege Tanks to deal with masses of tier 1-2 units; Thors to deal with light-air swarms; and eventually, Battlecrusiers to put the hurt on everything or break down turtles. Some pressure can be applied using Reapers, Banshees or Hellions, as described above, until the Terran player is ready to seal the deal with a well-timed push.

Addendum: Terran as the Real Infestation

While fighting the Zerg often feels like dealing with bugs that keep harassing you all over and are impossible to get rid of, the Terran race can actually play the infestation game just as well, “infesting” the battlefield and never releasing their hold on it. The Terrans have always been the turtle-friendly choice, but in StarCraft 2, thanks to some new tools and additional mobility, the turtle can now more easily spread around and hold more and more of the battlefield. Almost every Terran unit can be treated like a mobile turret with various properties designed to keep enemies away from the Terran mining operations. Their units have the longest range, their buildings are bulky and durable, and their static defenses – Bunkers, Missile Turrets and Planetary Fortresses, provide the most robust defense.

The Thor often makes more sense when seen as a walking turret, patrolling the base and guarding it from Mutalisk invasions; Vikings, one of the slower flying units, have an incredible range of 9, and are more than suitable for taking down Void Rays trying to penetrate the Terran base before they even think of charging up. With Siege Tanks, the building armor upgrade, the Raven’s Point Defense Drone and Auto-Turret, and the amazing staying power of infantry backed by healing Medivacs, a well-built Terran fortress is indeed the hardest to break.

Fortressing - Terran Player claims the high yield

A Terran player playing the infestation game will periodically take over an expansion, sending many SCVs to quickly put down defenses and buildings as well as Siege Tanks and the other necessary walking/flying turrets to secure the area. The purpose, of course, is to create a stronghold that the enemy will have to spend many more resources to remove than it took to secure. Slowly taking over the map while occasionally harassing the enemy, this strategy is often hard to deal with even if it’s seen coming.

The StarCraft 2 beta patch #12 has been released and applied, followed by a detailed Situation Report from Blizzard’s developers. This one touches upon only three units and one building, and we can’t help but notice the spirit of the carebare pervading throughout the patch notes and their explanations.

Protoss


Forge


Build time increased from 35 to 45.

Life and shield values decreased from 550/550 to 400/400.

Situation Report:

We are seeing a Photon Cannon rush against protoss and zerg. Against protoss, players usually use a cliff edge or the enemy minerals in combination with their forge to protect their pylon. Against zerg, you can use the Forge and Pylon to block the zerg player’s ramp. We have a few numbers we can tweak to fix this, build time on the Forge being the most obvious. However if we make the build time too high it will be difficult to panic build a Forge and Cannons to block a badly played cloak attack. So we are going to try a mixture of health nerfs to the Forge and a small timing change.

Indeed, offensive Protoss Cannons, Terran Bunkers, and Orc Towers are all viable strategic choices. These have always existed in the tactical inventory of players in many games. As virtually any other strategy, be it a Zergling rush or a fast Nuke build, once executed correctly versus an unprepared opponent, it will yield a victory.

Mothership


Vortex now removes Force Fields within its area of effect.

Starcraft Scientist strikes again… for the first time!

Situation Report

Vortex continues to be an exciting ability with some known issues. Limiting how Force Fields are used around Vortexes will help fix a few exploitable situations. Our thanks go to the community for continuing to find and report issues with it. =)

This change is a nerf aimed at a tactic that requires the following:

  • A Mothership and a well placed Vortex.
  • Multiple Protoss Sentries casting Force Fields around the Vortex.
  • Several Colossi and/or High Templars focusing on the resulting trap.

If someone pulls this off, does he not deserve to inflict the terrible, terrible damage?

TERRAN


Thor


Radius decreased from 1.375 to 0.8125.

Model size reduced to match new radius.


Situation Report:


We have reduced the physical and pathing size of the Thor just to make him more useable. This will end up being a minor buff to the Thor (which he didn’t really need). We made the change just to make him less frustrating to use. We’ll be keeping a close eye on how this change plays out and if Thors become too dominant we will deal with them in other ways in future patches.

As discussed in the recent massive Q&A session with the devs, the Thor had some issues with its humongousity. This change helps a lot in controlling the Thor, which now has a much more standard size. Unfortunately, it’s not quite as awe-inspiring and fear-inducing as before.

Before:

After:

ZERG


Roach


Supply count increased from 1 to 2.

Many have been surprised by the recent, arguably hardest to date, nerf to the Zerg Roach. The Situation Report delivers an interesting rationale to the Roach’s food cost doubling, blaming 200 supply clashes.

Roaches are just too mighty to be a 1 supply unit. In 200 supply battles Roaches can be very difficult to deal with even with the correct counters in play by protoss or terran players.

Of course, the nerf also applies to the early game, where players will have to dedicate more Larva to Overlord production, also making each Roach cost an additional 12.5 minerals.

The Roach change caused quite a stir on Battle.net’s forums, prompting Nethaera to post the following:

As we mentioned in the original post, all changes we have planned are not in yet and we have been trying to be careful about layering them in and watching the results closely. This patch is no different and we have more coming down the pipe before much longer. StarCraft II is like an onion with many layers, but instead of peeling the layers, we’re adding them in like paper mâché only without the messy flour paste and with a slightly less predictable outcome.

More changes are promised, with everyone’s attention focused on the Ultralisk. What will happen to the Zerg race next?

The 11th StarCraft 2 beta patch, a gameplay-focused update, introduces some interesting balance changes all across the board. Unlike any previous patch, Blizzard has decided to clarify the rationale behind the adjustments in an extensive Situation Report post. The result is a nice insight into the balancing process and the Blizzard’s goals with the new changes to the game.

We’ll combine the patch notes with relevant info from the situation report in order to present the full picture.

Balance Changes

TERRAN

Battlecruiser


The build time has been decreased from 110 to 90.


Situation Report:

We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.


Fusion Core


The build time has been decreased from 80 to 65.


Hellion


The range has been increased from 5 to 6.


Situation Report:


This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.


The Hellion’s range adjustment is in line with Blizzard’s recent statements about its plans to increase the responsiveness and micro-oriented benefits for certain StarCraft 2 units, Hellions being mentioned specifically.

Planetary Fortress


The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


Situation Report:


Splash



We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.


Raven


Seeker Missile range has been decreased from 9 to 6.

Seeker Missile splash radius has been decreased from 2.4 to 2.

Seeker Missile upgrade no longer requires Fusion Core.


Situation Report:


We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.

Siege Tank


Life increased from 150 to 160.

Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


Situation Report:


Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.

The Tank’s hit point increase comes to address the simple and obvious truth – for a tank, the Terran Siege Tank is a mighty fragile unit. Ironically, tanks can’t tank at all, and more often than not, a Terran Bio-ball is used for tanking damage while the tanks deliver their AoE blows.

Thor


Ground damage decreased from 45 to 30.

Ground rate of fire improved from 1.93 to 1.28.

Air damage changed from 8 (+4 Light) to 6 (+6 Light).

250mm Strike Cannons are now an upgrade at the Factory Tech Lab.

250mm Strike Cannons research now costs 150/150 and 110 seconds.

250mm Strike Cannons energy cost increased from 100 to 150.

Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


Situation Report:


The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.
The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines.

All three Massive ground units – the Terran Thor, Protoss Colossus and Zerg Ultralisk have received significant adjustments to their damage output. The Thor, being a mega-hard counter to the Ultralisk due to the stun and focused heavy damage effect of its Strike Cannons ability, has gone the way of the Marauder, and now requires a research to match its pre-patch state. It’s worthwhile to note that with this change, the Thor will no longer one-shot Hydralisks.


PROTOSS


Archon


The splash radius has been increased from 0.8 to 1.

Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


Situation Report:


This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).


Colossus


The damage has been decreased from 20 to 15.

The rate of fire has been improved from 2.2 to 1.65.


Situation Report:


The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.


Phoenix


Can now attack while moving.


Situation Report:


This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.

Sentry


The damage has been decreased from 8 to 6.


Situation Report:


We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.

The Sentry damage reduction is reminiscent of the Warcraft 3: Reign of Chaos caster nerf several years ago. Before the nerf, it was common to mass casters because of the relatively high damage output coupled with bonus ability spam such builds enabled. With a 25% damage nerf, the Sentry’s damage per cost is significantly reduced, forcing Protoss players to not rely on them as much as they did before. While the Sentry was previously an important anti-Mutalisk unit for the Protoss, the Phoenix buff will certainly help balance this change.

ZERG

Brood Lord


Life has been decreased from 275 to 225.

Armor has been decreased from 2 to 1.


Situation Report:


Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.


Corruptor


Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).

Corruptor speed increased from 2.75 to 2.9531

Corruption ability redesigned:

Single target.

Increases damage taken by 20%.

Lasts 30 seconds.

Costs 100 energy.

Range 6.

Cannot target structures.


Situation Report:


All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.


Infestor


Neural Parasite is now an upgrade at the Infestation Pit.

Neural Parasite research costs 150/150 and 110 seconds.

Neural Parasite can now target Air units.

Neural Parasite energy cost increased from 50 to 100.


Situation Report:


The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.


Spine Crawler


The root time has been increased from 6 to 12.


Situation Report:


At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”


Spore Crawler


The root time has been increased from 6 to 12.


Ultralisk


Damage has been increased from 18 to 25.


Situation Report:


We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch.

As a concept, the Ultralisk is awesome. It warms our heart to see Ultralisks used in high-level gameplay. Few effects can match a giant, 600 HP-strong, über-armored biological monster dishing melee splash damage. However, the Ultralisk’s cost and its front-line battle position (unlike the Terran Thor and Protoss Colossus) make it a prime target for strong single-target effects like Neural Parasite and the stunning/damaging Strike Cannons – both being nerfed in the recent patch.

The patch also brings numerous minor bug fixes, hotkey swaps and leftie key layout changes – all found here.

All in all, this patch feels like an attempt to refine the game, pushing players from all races to diversify their builds and incorporate different units into their army. It will be interesting to see whether Blizzard succeeds in doing this and what other changes are in store, especially for the Ultralisk!

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