WIP, doing some polishing and adding descriptions
It’s available on all servers. All changes are ready for implementation…
Terran - TvP Mech (Hellbat, Cyclone, Raven)
The goal of these Terran changes is to make TvP Mech more viable without making Mech more powerful vs Zerg.
- Hellbat biological attribute tag removed
Hellbats now no longer take bonus damage from Archons, this allows the Hellbat survive longer in engagements against Protoss ground armies that have Archons in them. This greatly helps Mech and even Bio against Zealot-Archon in TvP.
Additionally this means Hellbats cannot be targeted by the Ghosts Steady Targeting ability and that they no longer take bonus damage from spore crawlers.
- Range increased from 5 to 6
This changes makes it so Cyclones will always stay behind the 5 range Hellions when attacking regardless if the Cyclone is auto-attacking or using Lock On(7 range). It also gives Hellion-Cyclone-Tank very similar playstyle dynamics and feel to Vulture-Goliath-Tank from Broodwar.
- Cost decreased from 100/200 to 100/150
Ravens can now be more easily added to mid-late game Mech army compositions as support due to the reduced the gas cost.
Zerg - Ultralisk, Burrow
- Push Priority increased from 10 to 11
Ultralisk can now push all units in front of it out of the way. Ultralisk can now be mixed into any Zerg ground composition without ending up stuck dancing behind them during engagements because of pathing issues.
- Research time reduced from 71 to 43
Burrow play is something that has created some of the most exciting moments in SC2’s history especially with burrowed banelings and even Roaches, but it’s rarely seen overall. With this change not only is burrow easier to get as a defensive response but it also gives early game Zerg an alternative research choice to Overlord speed which has the same research time.
Protoss - Mid game Adepts, Sentrys, PvZ Colossus
The goal of these Protoss changes are to make Protoss better vs Zerg without making them stronger vs Terran. Also several changes are designed to help with PvP.
- Can now target air units
The Adept now has significantly more mid-late game utility and core unit viability, as a Stalker alternative and complement for AA. It can be used as a response to Mutalisk and Locust in ZvP, Phoenix and Interceptors in PvP, Ravens and Banshees in PvT. In mid-late game PvT fights they can also be used to shade under sieged Liberators and in early ZvP they can be used to attack overlords similar to what Terran does with Marines in early ZvT. This change has no impact on using the Adept for worker harassment, timing attacks and fighting ground targets.
- Force Field now blocks Adept Shade.
- Energy cost of all Hallucinations reduced from 75 to 50
- Range increased from 7 to 8
- Extended Thermal Lance range decreased from 2 to 1.
This change allows the Colossus to directly fight the 8 range Lurkers in PvZ, giving Protoss an alternative to using disruptors. It also allows Protoss to more easily mix in Colossus into PvZ compositions and makes them much more viable in PvP. Additionally it helps Protoss against 2 base all-ins in TvP, while also not changing Colossus Extended Thermal Lance timings in TvP against Terran.