News Update: PTR Patch 1.3

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Das Patch 1.3 wurde in der Testumgebung upgedatet:


Note: The StarCraft II Editor is available on the PTR. Once you've installed the PTR, simply navigate to your StarCraft II game directory and launch the StarCraft II Editor Public Test.exe to begin using it.


General

* Leagues & Ladders

o A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.

+ Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.

+ The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page
.
o The bonus pool has been reduced for arranged teams.

o Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.

+ This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.

+ Players can still utilize any bonus points they previously accumulated.

o Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page.

o New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.

o Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


* Join Custom Game

o Several improvements have been made to the Join Custom Game section:

+ The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.

+ Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.

+ Games are now organized into several pages to make finding your desired game type easier:

# Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.

# Most Popular: Shows all game types, with the most played games sorted to the top.

# By Category: This page allows you to browse through Custom Games based on Category.

# Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.

# Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.

# Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.

# Bookmarks: Use this page to view your Bookmarked maps.

+ A search option has been added to the Join Custom Game interface.


* Observer and Replay UI

o New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.

+ Player Name Panel: Displays the players' name, team color, race, and supply count.

+ Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM.

o In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.

o The main game UI can now be hidden/shown via hotkey.

o You can now toggle between player unit colors and team unit colors when watching a replay or observing.


* Game Options

o A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page.

o A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.

o The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.



Balance

* GENERAL
o Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).

PROTOSS
o Mothership
+ Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

o High Templar
+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.

o Zealot
+ Charging Zealots will now hit fleeing targets at least once.

TERRAN
o Battlecruiser
+ Movement speed increased from 1.406 to 1.875.

o Bunker
+ Build time increased from 35 to 40 seconds.

o Ghost
+ EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.


+ Tech Lab
# Stimpack upgrade research time increased from 140 to 170 seconds.

ZERG


+ Infestor
# Health increased from 90 to 110. -- This change has been revoked.

+ Fungal Growth
# Stun duration decreased from 8 to 4 seconds.
# Damage increased by +30% vs. armored units.
# Now fires a missle instead of being instant cast.
-- This change has been revoked.


StarCraft II Editor Improvements

* Improved loading times for some custom maps with complex tech restrictions.

* The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.

* Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.

* The game cursor now remains visible while loading maps.

* Debug outputs are now displayed in the editor and in-game when using Test Document.

* Reworked Game Variants dialog to be more user-friendly:

o General tab has been removed. This text did not appear anywhere in game.

o Attributes tab has been split into Game Attributes and Player Attributes.

o Attribute UI now more closely reflects the game lobby.

o Default values are now enforced as necessary based on Player Properties.

* New trigger actions have been added:

o Set Camera Data: Changes the active camera data settings, as defined in the Data module.

o Show/Hide Resource: Shows or hides the specified resource in the UI.

o Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.

o Set Random Seed: Sets the random game seed to the requested value.

o Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.

* New trigger functions have been added:

o Convert Game Hotkey: Looks up hotkey as text.

o Convert Game Asset: Looks up asset path as text.

o Add On Child: Returns the child unit attached to the specified parent.

o Add On Parent: Returns the parent unit attached to the specified child.

o Catalog Entry Is Default: Returns if the specified entry is a default.

o Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.

* Test Document preferences can now configure an explicit random seed value.

* Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.

* Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.

* Instant larva-style training will now charge resources properly.

* Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.

* The Chance field in effects is now upgradeable.

* Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.

* The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

* Added a text preview pane to the text editing controls.

* Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.

* Added armor to the Unit Property and Unit Type Property triggers.

* Added Weapon Damage and Weapon Speed Multiplier triggers.

* Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.

* Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.

* Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.

* Added an Idle Command to unit data to configure what order the unit performs when idle.

* Added an actor message to allow models to change their hit-testable status.

* Additional options can now be configured using the command card editor.

* Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.

* Additional cheats are now available in-game when using Test Document.

o Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.

o AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.

o AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.

o AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.

o AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.

o AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.

o AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.

o AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.

o AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.

o AllianceVision - Changes the Vision alliance state between the selected players.

o BehaviorAdd - Adds the requested behavior to the selected units.

o BehaviorDuration - Sets the duration of the requested behavior.

o BehaviorRemove - Removes the requested behavior from the selected units.

o Charges - Toggles spell charge validation.

o Cooldown - Toggles spell cooldown validation.

o Creep - Adds creep at the cursor position given the requested radius.

o DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.

o DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.

o DeathAll – Kills all units on the map.

o DeathExcept - Kills all units on the map except the selected units.

o DeathSide - Kills all units owned by the selected player.

o DeathUnit - Kills the selected units. The type of death can be specified as a parameter.

o Defeat - Ends the game in defeat for the selected player.

o DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.

o Effect - Executes the requested effect from the selected units.

o FastBuild - Toggles fast building, research, and training times.

o FastHeal - Toggles fast healing times.

o Fidget - Forces selected units to perform the specified fidget type.

o Food - Toggles food usage validation.

o Free - Toggles resource cost validation and expenditure.

o God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.

o Loot - Drops a type of loot for the specified player.

o MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.

o Minerals - Adds the specified amount of minerals to the selected player.

o Move - Moves the selected units to the cursor position.

o NoDefeat - Disables defeat conditions.

o NoVictory - Disables victory conditions.

o Order - Orders the selected units to use an ability.

o Owner - Changes ownership for the selected units to the selected player.

o ResourceCustom - Adds the specified amount of a custom resource to the selected player.

o SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.

o SetLife – Sets the life of the selected units to the specified value.

o SetEnergy - Sets the energy of the selected units to the specified value.

o SetLife - Sets the life of the selected units to the specified value.

o SetShields - Sets the shields of the selected units to the specified value.

o SetResource - Sets the harvestable resources contained by the selected units to the specified value.

o ShowMap - Toggles fog of war display and validation.

o TechTree - Toggles tech tree dependency validation.

o Terrazine - Adds the specified amount of terrazine to the specified player.

o Tie - Marks all undecided players with the tie result.

o TimeOfDay - Sets the time of day to the specified time.

o TimeOfDayRate – Sets the rate that the time of day changes to the specified value.

o TrigDebug - Opens the trigger debug window.

o TrigRun - Runs the specified trigger.

o Uncreep - Removes creep at the cursor position given the requested radius.

o Undecided - Marks the selected player's result as undecided.

o Upgrade - Applies the selected upgrade to the selected player.

o Vespene - Adds the specified amount of vespene gas to the specified player.

o Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.

o XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.



Bug Fixes


* Achievements

o Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.

* Battle.net

o Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

* Gameplay

o StarCraft II will continue running if corrupt textures/models/sounds are encountered.

o Conversation skipping and trigger skipping now share the same hotkey.

o The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.

o Cheat codes now only accept official names.

o Unit response sounds are now updated immediately when the selection changes.

o Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.

o Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders.

o Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields.

o Units can now be revived multiple times.

o Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.

o Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.

o The revive ability now works with multiple dead units.

o Revived units now properly dispatch a trigger event when killed again.

o Added additional information to unit tooltips in the tech trees.

o An alert has been added when MULEs expire.

o An alert has been added when the Chrono Boost buff expires.

o An alert has been added when the Spawn Larvae buff expires.

o Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.

o Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.

o Fixed an issue to prevent Force Fields from pushing units during construction.

o Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster.

o Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.

o Fixed an issue placing Terran add-on buildings when multiple buildings were selected.

o The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.

o Additional stalemate warnings are no longer displayed when the game ends in a stalemate.

o Flying cloaked units are no longer revealed as detected when shown through the fog of war.

o Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.

o Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.

o Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.

o Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends.

o Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.

o Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field.

o Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.

o The Harvester count in the income leader panel now updates correctly.

o Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.

o The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel.

o The Mute OS Microphone button has been removed from the Options' Voice page.

o Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.

o Using Edit Box Trigger Dialogs should no longer generate trigger errors.

o Media keys can no longer be bound to a custom hotkey.

o Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page.

o Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.

o Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.

o The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

* StarCraft II Editor

o Fixed an issue where editor control files could not be loaded in all languages.

o Fixed an issue with pasting text values in the editor.

o Fixed an issue where certain data fields would not list all possible values.

o Fixed an issue where the editor would crash after pasting a placed unit.

o Fixed a crash using the Unit Weapon Firing validator.

o Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.

o Animations in the previewer will now display using localized text.

o Game and player versions of the cooldown & charge triggers now interpret time values correctly.

o Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.

o Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.

o Setting a unit’s training progress to 100% will no longer cancel the training.



Quelle: http://us.battle.net/sc2/en/forum/topic/1213111662

______________

Kurz zusammengefasst:

- Ghost EMP zieht "nur" noch 100 Energie ab, statt aller. Die Wirkung auf Schilde wird aber bleiben.

- Infestor Hp Buff wird nicht kommen

- Fungal Growth wird nicht mehr als Geschoss gecastet.
 
Last edited:
Sicher mit dem Infestor? Bezieht sich der Fakt das diese Änderung nicht kommen soll wirklich auf Fungal im kompletten oder nur auf den Missle Style?
 
deinen sarkasmus kannst du dir in deinen protossarsch schieben du lamer!
 
Und ihr seid Affenhirne - alles nur Affenhirne auf Eis ^^

images


@Dezi: Nö ich hab keine Ahnung, war nur spekulativ.
 
Ich versteh nicht warum Blizz daran festhält das Khaydarin Amulet upgrade zu entfernen. Der Templer ist gegen Marine, Marauder und Medics gut. Hmn jetzt mal kurz überlegen gegen was der Ghost gut ist, genau gegen jede Toss Einheit. Weil ja der Toss ohne Schilde noch locker jeden Platt machen kann... Großartiges Balanching.
 
sollte man nicht auch berücksichtigen, das hts im pvz ziemlich stark sind? Find die balance in der tat großartig bei sc2... und vor allem wie man sich darum kümmert...
 
Naja find die jetzt nicht so stark im pvz. Um als Toss ein Siel zu gewinnen, benötigt man HTs, wenn man die jetzt aber schwächt, und keine andere Einheit stärkt, dann hat der p kein chance mehr.
Ich bin eigentlich nur noch enttäuscht vom balaching team von Blizz, die benötigen ein viertel Jahr zum patchen und dann kommt so n scheiss raus. Und selbst wenn es nicht so kommt, erstmal solche Überlegungen anzustellen ist schon n Armutszeugnis...
 
hmmm der HT nerv wird wahrscheinlich das haressment eindämmen sollen das toss mit warpprisms machen konnte- ein HT reingewarpt und einen storm gecastet und 30 probes/drohnen/scvs liegen am boden.
gegenüber terran drops (denen man mit einigen probes entkommen kann) vernichtet beim HT storm ein ht ein vielfaches seiner kosten mit nur einem schuss- ich denke dass dies der grund für den nerv ist. das bedeutet dass man nicht mehr nur mit einem warpprism immer wieder überall hts reinwarpen kann und worker killn sondern welche einladen und rüberfliegen muss, so wie´s auch Z und T machen müssen.

zugegebenermaßen ein sehr heftiger nerv imo, dürfte das gameplay einiger P´s ziemlich einschränken.

da ich inzwischen nicht mehr spiele sondern nur noch replays guck (studium nimmt zu viel zeit in anspruch und die zeit die ich hab leg ich lieber auf) hab ich eine ziemlich neutrale position inzwischen. also bitte flamed mich nicht als terranersau :D, ihr affenköppe ;)
 
ich glaube net das dass wegen den warpprism drop is
weil ein warpprism nunma das dropschiff is was am schnellsten kaputt is und wenn man als terra gut positionierte turrets hat vll auch mit range upgrade das insta runterholen
und als zerg können gute scout ovis das eig schon aufem weg revealen weshalb man relativ viel zeit zum reagieren hat :)
 
Die haben das Amulett entfernt, da jeder Toss jeden Drop mit 2 HT's und 8 Zealots ficken konnte.
Man muss z.Z. sau viel für nen Lategame Dropp opfern, "nur" um so einen billigen Nexus zu kicken, der sowieso instand wieder da steht...

Bio gegen Toss ist extrem scheiße. :(

Freu mich aber drauf. =)


Wird wahrscheinlich auch bald nen Marine nerf geben, die ganzen Zergs sind scheinbar so dumm und kommen nicht klar, dass Mutas gegen Marines halt sucken. ^^
 
ich glaube net das dass wegen den warpprism drop is
weil ein warpprism nunma das dropschiff is was am schnellsten kaputt is und wenn man als terra gut positionierte turrets hat vll auch mit range upgrade das insta runterholen
und als zerg können gute scout ovis das eig schon aufem weg revealen weshalb man relativ viel zeit zum reagieren hat :)

aber überleg doch mal- du musst ja nicht mal was reintun in das ding. außerdem, wer macht denn ein rangeupgrade und wer is so doof mitten ins feuer der turrets zu fliegen? du gehst ja auch nicht das risiko ein mit einem vollen dropship zu fliegen, das teil ist leer!
 
Ich hab schon in ein paar Foren gelesen und auch von nemm Kumpel gehört, der sich nur Interweis von Pros anguckt, dass Toss atm sehr stark is und das Toss die atm einfachste Race ist und das Blizz nicht ohne Grund sonen heavy nerf macht.
Ich persönlich finde das early von Toss scheiße unbalanced, während das late wirklich ziemlich easy is (Deathball).
Das Terra early hingegen is einfach und ohne Probleme zu überleben, aber das late is scheiße schwer zu gestalten gegen Toss und Zerg.
Wir sehen ja bald was dabei rauskommen wird, denn im PTR-Patch war kein Anzeichen zum removen dieser Änderung, also kann es ja nicht so schlimm sein.
 
Ich würde mir auch wünschen, das der Zerg mal bissel abgeschwächt wird, hq sollte mehr kosten, oder n begrenzte Anzahl an Larven oder so. Kann ja nicht sein das der toss und terra teure Gebäude bauen muss und dazu noch n hohe Bauzeit im gegenteil zu Zerg hat. Durch den map ccontrol und schnellen units ist das einfach zu heftig.
 
Protoss is auch die einfachste Rasse. Da brauch ma nicht drum rum reden. Aber das hat eigentlich nix mit dem instant Storm zu tun, finde ich. Das liegt einfach daran, dass der Splashdamage der Kolosse übel reinhaut und die Forcefields heftig sind, weil die andern beiden Rassen mit Thor und Ultralisk, die das kaputt machen, nicht bzw. kaum gegen Protoss spielen. Aber was willst machen, wenn du das Forcefield im early brauchst. Man könnte die Energie der Sentries runterschrauben. Dass jede Sentry nur maximal 2 Forcefields setzen kann und nicht 4, wenn die Energie voll ist z.B..
 
Seh ich änhlich wie ihr Beide.
Ohne FF is nenn Toss kein Toss, ich meine was willste gegen diese early pushes machen?
Dann ist ja das early nochmehr im Arsch als je zu vor.
Auch empfinde ich Zerg atm als die imbaste faction und das die mal nenn nerf braucht.

Auch wurde nich nur gesagt das Toss die einfachste Race is, nein auch das Zerg das einfachste Macro hat, ich meine stimmt doch auch.
Ausser Queenmacro is nichts schwer, die müssen nur Hatches bauen und können die Produktionsleiste durchklicken.
Falls nur ein Harrasspush bei den anderen Parteien failt, kannste den Zerg nich mehr stoppen...
Da stimmts hinten und vorne noch nicht, auch das Helions ne ganze Eco in 2 Seks wegrotzt.
Aber wen se den Helion nerfen ohne Ausgleichsbuff, dann geschieht das Selbe wie beim Reaper.
Es is ne Harrassunit und ohne schnellen Harrass ises einfach nur Produktionsblockierer...

Da muss was generell nochmal geändert werden.
 
aus 2on2 lobbynoobsicht kann ich sagen, dass hellions aus der hölle kommen und man sie dahin zurück verbannen sollte. das ewige tz mass ling reaktor hellion gelame geht mir hart auf den sack. aber ich glaube, dass wir damit offtopic sind :)
 
Das Problem is das man 1vs1 und 2vs2 irgendwie trennen müsste, da wenn beim 2v2 was gebalanced wird, im 1v1 was imbalanced wird.
Eigentlich war beim Reaper nur der Speedbuf das Problem und dadurch das er jetzt mit Factory in Verbindung liegt kannste im Prinzip keinen mega early spam mehr machen, da das Techen zu lange dauert.
Atm sind eh Marines, Linge aller Art und Storms bisl imba.
Im Prinzip das Stimpack bei Terra, das an der falschen Stelle generft wird, die Bannlinge mit diesem mega Schaden und die Linge, die alles umpusten und die Storms die alles grillen.
Die Storms brauch man weil die Toss Army atm zu schwach is, um Megaclashes gegen Terra oder Zerg durchzuhalten und um sich so nochmal retten zu können.
Am besten SC2 nochmal zurückentwickeln, abtreiben und nochmal neu machen ;).
 
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