Shield Battery Overcharge ability removed.
New ability added: Energy Overcharge. Energy Overcharge costs 50 Energy and recharges 100 Energy of the targeted allied unit or structure with a maximum range of 8.
Shield battery was a giga trash ability vs terran because they just click the battery. That meant it was only useful to heal long range zoning tools like the colossus. This made protoss super vulnerable to stim timings, especially with medivacs, which could easily reposition away from the battery.
Energy overcharge is an interesting solution to these problems because the energy regained on sentries will last long after the drop has retreated, and the sentries themselves have an ability (forcefield) to stop terrans from simply clicking a shield battery.
Mostly a PvT change. It might create a proxy nexus strat in PvZ and weâll have to see what happens.
Shield Battery
- Shield and HP increased from 150/150 to 200/200.
Also good to help stop terrans from right clicking & winning. Might contribute to proxy nexus sentry builds in PvZ and PvP but we will have to see.
Colossus
- Shield and HP changed from 150/200 to 100/250.
Being one of the weaker units, I like the idea of a tougher colossus. Especially in TvP since the viking buffs and the prolific usage of EMP, the colossus has been giga trash.
Tempest
Supply Cost decreased from 5 to 4.
Damage Point decreased from 0.119 to 0.0857 (28% reduction).
Attack Range vs Air decreased from 14 to 13.
Damage point means a player can micro their units faster after the unit attacks. So tempest will be better at stutter step and toss will be able to afford an extra tempest or carrier in late game armies. The reduce range vs air is nice because it means the tempest is more specialized as an anti ground siege unit, but still very good vs air. This is obviously a moderate nerf vs vikings and a minor nerf vs corruptors. It will be easier to âjumpâ the tempests if the toss isnât looking and harder if they are. But it also makes doing a jump attack less risky.
Immortal
Mineral Cost decreased from 275 to 250.
Weapon Cooldown increased from 1.04 to 1.14 (9.6% increase).
Thank god, this unit was insane. In pro games, the immortal typically traded at 2.6:1 efficiency which is just too flipping high, especially for an amove unit. If it were a high micro unit like the stalker, you could counter the efficiency via multitasking (counter attack makes it harder for them to micro in two places) but when itâs an amove unit it always performs that well no matter the situation and no matter who is controlling it. A very good nerf.
Disruptor
Purification Nova Radius increased from 1.375 to 1.5.
Purification Nova Damage decreased from 145 (+55 vs Shields) to 100 (+100 vs Shields).
A very good change. It makes the disruptor more consistent but lowers the peak damage. Basically itâs a variance buff. The disruptor will produce less varying results but on average be about as strong as it was. It will be slightly better at hitting lurkers, tanks, and static defense, though. Iâd classify this as a slight buff. Buffing high skill protoss units is very much needed to âun-ape-ifyâ the race.
Mothership
Mineral, Gas and Supply cost increased from 300/300/6 to 400/400/8.
Shield and HP increased from 250/250 to 350/350.
Maximum damage increased from 6 (damage) x 6 (beams) to 6 (damage) x 4 (beams) x 4 (maximum number of targets), i.e. Mothership now targets up to 4 units at the same time.
Better vs marines and zerglings, maybe hydras. Basically any unit with low health that there are lots of. Combine this with the colosus and things are going to melt pretty fast. Definitely a buff, but not a big one.
Bunker, Missile Turret, Sensor Tower
Salvage ability added for Missile Turret and Sensor Tower (also returning 75% of their cost).
Salvage process is now being canceled upon taking damage.
This increases terranâs ability to evacuate positions, but only if the terran can accurately predict when he needs to do so. A very strategic buff to terran, I rate it 10 out of 10.
Planetary Fortress
Armor decreased from 3 to 2.
This is obviously to nerf the mass planetary styles in TvZ which have been very strong for awhile. It will make planetaries drastically weaker to zergling counter attacks, meaning zerg can use his mineral banks to clear out planetary encampments. Considering the alternatives to fix the same solution (thor, ghost, liberator nerfs), I think this is far superior.
Sensor Tower
Mineral & Gas Cost decreased from 125/100 to 100/50.
Radar Range decreased from 27 to 22 (34% area size reduction).
Terran has an enormous late game vision advantage which allows him to always be in position while the zerg is never in position (vs liberator/medivac harass) creating a very unfair late game dynamic. The only way to solve this, as zerg, was to have rediculous multitasking skill in the late game. Terran could siege a liberator and forget about it and it would automatically wreck an entire mineral line meanwhile it takes 30 clicks and 10 screen movements to deal with as zerg. This happens because of the late game vision advantage. Reducing sensor tower range is very good because it balances the vision advantage a bit. Terran still has the advantage (mass scans) but not quite as much. The range decrease also means the sensor tower will be more vulnerable, meaning the vision comes at a risk of losing resources which is VERY good. The ability to gain something for nothing is almost always overpowered, and vision is no different. Terrans will have to risk supply to defend a location if he wants to have vision, and thatâs a very good thing because it incentivizes them to stop camping and instead move out on the map.
Orbital Command
- Extra Supplies Calldown now also increases the HP of Supply Depot to 500, immediately repairing it.
A cool move that I donât think will have much impact. The balance counsel, I think, thinks this will be used early game, which it will but not much, but it will primarily affect late game. With extra orbital energy, you might as well beef up the HP of your depots. So it adds a trade off to the late game scan/mule abilities, which creates more terran strategy. 10/10.
Hellion
Blue Flame upgrade bonus damage versus Light increased from +5 to +9.
Mechâs back on the menu, boys. Time to barbecue some marines and scvs. Zerglings were already bad vs blueflame, so this doesnât change much anyway. It does hurt mass hydralisk play vs mech, though, but it will come down to the micro (can fungal keep the hellions away?). Mech is absolute trash, so seeing it buffed is a great thing. In particular, mech has no real map control and harass capabilities, so they just kinda sit in their corner and do nothing and thatâs boring.
Liberator
Advanced Ballistics effect changed from providing +2 range in Defender mode to increasing the radius in Defender mode from 5 to 6.25 (56% area increase).
Smart Servos upgrade is now also affecting Liberators. With Smart Servos, Liberator siege time is decreased from 2.89 to 2.12 (26.6% reduction) and unsiege time is decreased from 1.46 to 1.13 (23% reduction).
A great change for map diversity. I wouldâve made the liberation zones an ellipse but this is a good alternative. This means liberators are more powerful at controlling larger ramps/chokes, allowing larger ramps in the map pool, and allowing mech the ability to control a wider range of terrain out on the map, which means they can stop camping so much.
Thor
Explosive Payload (âsplash modeâ) Damage is increased from 6 (+6 vs light) to 8 (+4 vs light).
Explosive Payload Splash Radius is increased from 0.5 with 100% splash damage to 0.5 with 100% damage, 0.75 with 75% damage and 1.25 with 50% damage.
Explosive Payload Attack Range is decreased from 10 to 7.
Love to see it. Thors are absolute trash vs protoss (vs skytoss in particular â carriers, tempests) so this means THOR DROP STRATEGIES ARE GOING TO BE A BANGER! Get ready to 1-shot a skytoss ball with a 10-thor drop. LOL
This will also affect mass viking & mass BC strats because of the range and tendency to clump. Thor liberator mech seems to be the future of TvT.
Queen
Mineral Cost increased from 150 to 175.
Thank god, zerg âapesâ who mass queens and drones for free wins will have a harder time doing so. out of .
Hatchery
Mineral Cost decreased from 300 to 275.
An obvious counter buff to the queen cost increase meaning hatcheries are cheaper, queens are more expensive, and that incentivizes expanding over turtling. I love this because I do a lot of mass hatchery no queen styles in all matchups and this actually make it semi viable instead of being a meme style. But it means less risk for zerg to spread out, which is a good thing because it increases the probability of the users interacting and that creates action. 10/10.
Spine Crawler
Build Time decreased from 36 to 32.
Damage increased from 25 (+5 vs Armored) to 30.
Spore Crawler
Damage increased from 15 to 20.
HP decreased from 400 to 300.
Zergâs static defense is so bad itâs a meme. Itâs almost totally useless which is why pro players basically never use it. Increasing the strength (but not the range) is a very good way to make it micro and skill oriented without making turtling strats too powerful. Basically it rewards zergs who can shuffle their static defense faster than the opponent can move their liberators.
Hydralisk
Move Speed on Creep with Muscular Augments upgrade decreased from 5.11 to 4.83 (5.5% reduction).
New ability added: Dash. Dash is researched in Hydralisk Den, requires Hive; the upgrade costs 100 minerals and 100 gas, takes 64 seconds.
Dash is an active non targeted ability with 10 seconds cooldown. Upon its use, Hydralisk receives 60% move speed bonus for 0.71 seconds.
The movement of hydras is slightly slower in exchange for being less predictable, which is definitely a net buff. It means they will be much better at âjumpingâ medivacs, bcs, liberators, void rays, oracles, etc. It could also have offensive ability because you can burst into a siege line faster or do a surprise attack with less warning. You can also snipe vikings easier in late game. Oh, they are better at retreating too. One of the late game styles I have tried to make work vs ghost liberator mech is mass hydra infestor. You microbial and charge under the liberators. Well, this make actually be a viable counter to liberator mech since the liberator range nerf, microbial buff, and the hydra-cannon buff. Love it.
Infestor
Microbial Shroud is now sticking to units, providing them with its effect for 3.6 seconds while off the Shroud.
Hydra based comps are useless vs liberators and vs skytoss because their air to ground dps is insane. This is a great change in both cases, but especially vs skytoss. I donât think hydras will be a good comp vs skytoss, still, but it wonât be as bad as it is currently. You might be able to hit some upgradeless 3 infestor timing attacks that kill the third of a triple stargate void ray player or 2 stargate carrier player.
Ultralisk
While moving, Ultralisk is now able to push allied units.
A fabulous change. Ultras are so derpy that itâs unreal. They are practically quadriplegic when attacking into simcity and this will help a lot.
Brood Lord
Broodling HP is increased from 20 to 30.
Broodling Weapon Cooldown decreased from 0.57 to 0.46.
Fixed the bug which prevented Brood Lord from dealing full damage while shooting from the maximum distance.
Broods are really bad at the moment as pure marines+ghost+medivac can beat a brood infestor army while being down in army value, which is nuts, and this will help a lot. Basically the broodlings just die too quickly so the marines can stutter step onto the broods & the ghosts EMP the infestors and thatâs how a more expensive army loses to a less expensive army.
Thanks to the balance counsel for all the work they put into bringing this mech needed patch!