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Alle LOTV Multiplayer-Änderungen im Überblick

Eine Diskussion über Alle LOTV Multiplayer-Änderungen im Überblick im Forum Strategien. Teil des StarCraft 2-Bereichs; Alle LOTV Multiplayer-Änderungen und Neuerungen gibt es hier im Überblick: http://www.teamliquid.net/forum/lega...es-compilation _____________________________ Allgemeine Änderungen Neue Features: Einheiten sind nun sichtbar ...

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    StarCraft 2 Alle LOTV Multiplayer-Änderungen im Überblick

    Alle LOTV Multiplayer-Änderungen und Neuerungen gibt es hier im Überblick: http://www.teamliquid.net/forum/lega...es-compilation

    _____________________________

    Allgemeine Änderungen


    Neue Features:

    • Einheiten sind nun sichtbar hinter Gebäuden
    • Minimapicons für zerstörbare Felsen
    • Minimapicons für möglich Spawnpositionen
    • Ingame-Uhr zeigt nun echte Sekunden an - "Faster" --> wird also "Normal" (zuvor war 1 echte Sekunde 1,6 Sekunden ingame)
    • Scan Range und Seperation Radius wurden für alle Einheiten upgedatet und angepasst (siehe Link oben für Details)
    • Starting-Workers wurden von 6 auf 12 erhöht.
    • Ebenso das Starter-Supply: CC: Von 11 auf 15, Hatch von 2 auf 6, Nexus von 10 auf 15.
    • 4 von 8 Mineralpatches wurden von 1500 auf 900 reduziert
    • Gasgeysiere wurden von 2500 auf 2000 Gas reduziert


    ____________________________________

    Terraner:

    Spoiler:

    New Unit: Cyclone
    • Ranged damage dealer. Uses lock-on missiles to deal high single target damage to an air or ground target.
    • Costs 150 minerals, 150 gas, 45 seconds and 3 supply.
    • Requires tech lab on Factory to build.
    • 18(+2) damage, range 5, Weapon speed: 1.
    • 120 HP, 1 armor, Tags: Armored - Mechanical. Movement speed: ~3.37 (same as Stim'd Marine)
    • Ability: Lock On
    • Locks the Cyclones weapons on the target unit dealing 400 damage over 20 seconds. Cancels if target goes out of range, or if vision to the target is broken.
    • Cast range: 7. Leash range: 15.
    • Cooldown: ~6 seconds. Auto-cast by default - will activate on Attack Moves placed on ground.

    • Upgrade: Mag-Field Accelerator
    • Increases Lock On damage to 400(+400 vs. Armored) over 20 seconds
    • Researched at the Tech Lab.
    • Costs 100 minerals, 100 gas, 110 seconds.


    New Unit: Liberator
    • Large Air-to-Air fighter. Deals splash damage. Can Transform into 'Defender Mode' becoming stationary and dealing high single target damage in designated area.
    • Costs 150 minerals, 150 gas, 60 seconds and 3 supply.
    • Built from Starport. No addon required.
    • 180 HP, 0 armor, Tags: Armored - Mechanical. Movement speed: ~3.37 (same as Stim'd Marine)
    • Fighter Mode
    • 7 damage, 2 attacks, 5 range. Weapon speed: 1.8
    • Splash damage
    • Defender Mode
    • 85(+5) damage. Weapon speed: ~1.6
    • Deployment takes ~4 seconds.
    • Select a zone of attack within 5 range of the liberator. Liberator can attack ground units in a radius 5 around the designated area.
    • While deployed, the Liberator's sight radius is increased from 10 to 13.
    • Cannot attack structures
    • Undeployment takes ~1.4 seconds.
    • Upgrade: Advanced Ballistics
    • Increases the range at which Defender Mode can be deployed by 4.
    • Researched at the Tech Lab. Requires Fusion Core.
    • Costs 150 Minerals, 150 Gas and 110 seconds.


    Reaper
    • New ability: KD8 Charge
    • Toss a grenade which, after 2 seconds, causes 10 area of effect damage and knockback.
    • Cooldown: 10 seconds.
    • Only affects ground.
    • Knockback does not affect Massive units and of course structures. Damage does however.



    Marauder
    • Now attacks twice for half the damage.



    Ghost
    • Movement speed increased from 2.25 to 2.81 (same as worker).
    • Snipe removed.
    • New ability: Steady Targeting
    • Deals 170 damage to a biological unit after channeling for 2 seconds.
    • Channeling is interrupted if the Ghost is takes damage or loses sight of its target.
    • Costs 50 energy.



    Siege Tank

    • Siege Tanks in Siege Mode can now be loaded into Medivacs
    • Loading Siege Tanks in Siege Mode takes up the full load capacity of the Medivac.
    • After being unloaded in Siege Mode, the Siege Tank will delay 2 seconds before firing.
    • Turret tracking added: Siege Tanks in Tank Mode will now track the nearest enemy unit while on the move.



    Thor

    • High Impact Payload removed.
    • Explosive Payload removed.
    • Javelin Missile Launchers (Anti-Light splash damage) is now the only AA of the Thor.



    Medivac
    • Caduceus Reactor upgrade removed. It's the energy upgrade.
    • New upgrade: High Capacity Fuel Tanks
    • Increases Ignite Afterburners duration by 50%.
    • Reseached at the Tech Lab
    • Reseach costs: 100 minerals, 100 gas and 80 seconds



    Banshee

    • New upgrade: Hyperflight Rotors
    • Increases movement speed of Banshees to from 2.75 to 3.75.
    • Researched at the Tech Lab. Requires Fusion Core.
    • Research costs: 200 minerals, 200 gas and 130 seconds.



    Raven
    • Movement speed increased from 2.25 to 2.75 (same as Viking).
    • Auto Turret
    • Damage increased to 16 from 8.
    • Duration decreased to 10 seconds from 160 seconds.
    • Seeker Missile cost increased to 125 energy from 75.
    • Durable Materials upgrade removed.
    • New upgrade: Explosive Shrapnel Shells
    • Increases damage of Seeker Missile and Auto Turret by 30%
    • Reseached at the Tech Lab.
    • Reseach costs: 150 minerals, 150 gas and 110 seconds.



    Battlecruiser
    • New ability: Tactical Jump
    • After a short delay, warps to the target location. Battlecruiser is invulnerable while warping.
    • Does not require vision.
    • Unlimited range.
    • Costs 125 energy.



    Armory
    • Vehicle and Ship Weapons separated.
    • Costs for both remains the same as the merged upgrade.



    M.U.L.E.

    • MULE harvest amount decreased to 25 from 30.
    • The undisturbed return of a single MULE has consequently gone from 270 minerals total down to 225 minerals total.



    ____________________________________

    Protoss

    Spoiler:

    New unit: Adept
    • Ranged ground damage dealer warped in from the Gateway
    • Costs 100 minerals, 25 gas, 38 seconds and 2 supply to warp in. Warp Gate cooldown: 28 seconds.
    • Requires Cybernetics Core to warp in.
    • 10(+1) (+13(+2) vs Light) damage, 4 range. Weapon speed: 1.15
    • 80 HP, 70 Shields, 1 armor, Tags: Light - Biological. Movement speed: 2.5 (Right between Zealot and Zealot with speed upgrade).
    • Ability: Psionic Transfer
    • Projects an invulnerable Psionic Image that can move but not attack. After ~10 seconds, the Adept teleports to the image’s location.
    • Effect can be cancelled, but not activated prematurely.
    • Cooldown: ~15 seconds.
    • Upgrade: Resonating Glaives
    • Increases the attack speed of Adepts by 45% (from ~2.25 to ~1.55)
    • Researched at the Twillight Council.
    • Costs 100 minerals, 100 gas and 140 seconds.




    New unit: Disruptor

    • Uses Purification Novas to deal heavy area of effect damage. Warped in at the Robotics Facility.
    • Costs 150 minerals, 150 gas, 50 seconds and 3 supply to warp in.
    • Requires Robotics Bay to warp in.
    • 100 HP, 100 Shields, 1 armor, Tags: Armored - Mechanical. Movement speed: 2.25 (same as Zealot, no upgrade)
    • Ability: Purification Nova
    • Once activated, the Disruptor becomes immobile and shoots out a ball of energy that can be controlled. After ~3 seconds emits a nova dealing 145 (+ 55 shields) to all ground units in a 1.5 radius.
    • If the Disruptor is destroyed or picked up by a Warp Prism before the energy ball detonates, it will fail to explode.
    • Can friendly fire, but not on self or fellow Disruptors.


    Zealot

    • Charge now deals 8 damage on hit.


    Mothership
    • Time Warp maximum radius increased from 3.5 to 8. The Time Warp will now appear small at first and grow over time, and will not slow units until reaching maximum size.
    • Mass Recall cost reduced from 100 energy to 50 energy.
    • Photon Overcharge
    • Energy cost reduced from 100 to 25 energy.
    • Now targets Pylons instead of Nexi.
    • Range reduced from 13 to 7 and duration from 60 seconds to 30 seconds.
    • Damage increased from 20 to 30.
    • Movement speed increased from 1.41 to 1.88.



    Mothership Core


    • Time Warp maximum radius increased from 3.5 to 8. The Time Warp will now appear small at first and grow over time, and will not slow units until reaching maximum size.
    • Mass Recall cost reduced from 100 energy to 50 energy.
    • Photon Overcharge
    • Energy cost reduced from 100 to 25 energy.
    • Now targets Pylons instead of Nexi.
    • Range reduced from 13 to 7 and duration from 60 seconds to 15 seconds.
    • Damage increased from 20 to 30.


    Warp Prism

    • Pick up range has been increased to 7.


    Immortal

    • Hardened Shields removed.
    • New ability: Barrier
    • Immortal gains a 200 damage shield for 3 seconds.
    • Cooldown: 60 seconds.
    • Auto-cast by default. Activated upon taking damage. Damage from first hit before activation will still be taken.
    • Turret tracking added: Immortals will now track the nearest enemy unit while on the move.


    Colossus

    • Base damage reduced from 15(+2) to 12(+1).


    Oracle

    • Envision removed.
    • Revalation now tags cloaked and burrowed units, revealing them for 60 seconds. Cost reduced to 50 energy from 75 energy. Cast range increased from 9 to 12.
    • New ability: Statis Ward
    • Constructs a cloaked trap on target location. When triggered, enemy units in proximity are trapped in statis for 30 seconds, rendering them unable to take commands but also invulnerable.
    • Statis Wards remain in play until triggered or destroyed.


    Carrier
    • Carrier health decreased from 300 to 250.
    • New ability: Release Interceptors
    • Launches Interceptors to fight at target area for 60 seconds.
    • Interceptors are destroyed when duration ends.
    • Carrier can start construction of new Interceptors immediately
    • Interceptors will remain for the full 60 seconds, even if the Carrier is destroyed.
    • Can be cast while Interceptors are out in the field or docked in the Carrier. If docked in the Carrier, all Interceptors will be released near simultaneously, making it much faster than a Carrier using Graviton Catapult.
    • Cooldown: 40 seconds.


    Warp Gate

    • Warping in units at a Pylon increased to 16 seconds, up from 5.
    • Warping in units at a Pylon that is near a Warp Gate or a Nexus will take 5 seconds.
    • Warping in units at a Warp Prism will also take 5 seconds.
    • New pylon graphics for 5 second warp in


    Chrono Boost
    • Energy Cost removed.
    • Is now permanently channeled onto a target. By default targeted on the Nexus when created.
    • Can be retargeted onto other buildings. Cooldown: ~6 seconds.
    • No retargeting delay: Effect is removed from previous target and applied to the new target instantly.
    • If multiple Nexi are selected, the closest Nexus seems to be the caster. Keep in mind that other Nexi can take over if the closest one has retargeted within ~6 seconds.
    • Speed increase reduced from 50% to 15%
    • Only a single Chrono Boost from a Nexus can be active on any building at any time.




    ____________________________________

    Zerg

    Spoiler:

    New unit: Ravager

    • Morphs off the Roach.
    • Costs 25 minerals, 75 gas, ~13 seconds and 1 supply to morph.
    • Requires Roach Warren to morph.
    • 16(+2) damage, 6 range, ~1.6 weapon speed.
    • 120 HP, 1 Armor, Tags: Biological. Movement speed: 2.75 (a bit slower than worker)
    • No Rapid Regeneration while burrowed. Does not benefit from Glial Reconstitution or Tunneling Claws.
    • Ability: Corrosive Bile
    • Mortar-style area of effect skill-shot which impacts after ~3 seconds once fired. The impact strikes both air and ground units, destroying any Force Fields it comes in contact with.
    • Range: 9.
    • 60 damage.
    • Cooldown: ~10 seconds.


    'New' Unit: Lurker

    • Morphs off the Hydralisk.
    • Costs 50 minerals, 100 gas, ~25 seconds and 1 supply to morph.
    • Requires Lurker Den, mutated from Hydralisk Den for 150 minerals, 150 gas and 120 seconds.
    • 20(+2) (+10(+3) vs Armored) damage, 9 range, Weapon Speed: 2.
    • 200 HP, 1 Armor, Tags: Armored - Biological. Movement speed: 2.95 (same as Stalker / Baneling with Centrifugal Hooks off of Creep).
    • Can Hold Fire.


    Zergling

    • Adrenal Glands
    • Attack speed bonus increased to 40% from 18.6%


    Overlord

    • Ventral Sacs removed
    • Overlords can now evolve Ventral Sacs individually.
    • Costs: 25 minerals, 25 gas and 17 seconds. Requires Evolution Chamber.
    • During evolution the Overlord is stationed inside a cocoon, just like if it had been morphing.
    • Overlords who have evolved Ventral Sacs are identical to Overlords previously with the Ventral Sacs upgrade, and can morph into Overseers.


    Roach

    • Glial Reconstitution
    • Now also increases burrow move speed from 1.4 to ~2.25. This effect multiplies with creep speed bonus.


    Hydralisk


    • Added morph to Lurker.
    • Grooved Spines removed, +1 range added to Muscular Augments.


    Corruptor
    • Corruption removed.
    • New ability: Caustic Spray
    • Channeled ability that initially deals 5 damage per second to target structure.
    • Damage is increased to 25 damage per second after 6 seconds.
    • Cooldown: 45 seconds.


    Locust

    • Flying Locusts no longer require research.
    • Locust health down from 65 to 50.


    Infestor

    • Neural Parasite
    • Cast range increased from 7 to 9.


    Viper

    • New ability: Parasitic Bomb
    • Latch onto an air unit, dealing 90 damage over ~10 seconds to that unit and any air units around it. Effect persists for the remaining duration if the target is destroyed.
    • Costs 125 energy.


    Ultralisk

    • Chitinous Plating: Bonus armor increased from +2 to +4.


    Brood Lord

    • Attack Range increased from 9.5 to 11


    Nydus Worm

    • Invulnerable while unburrowing


    Queen


    • Spawn Larvae
    • Reduced Spawn Larva count from 4 to 3
    • Can be queued multiple times upon the same town hall (Hatchery, Lair & Hive).
    • By casting Spawn Larvae upon a currently incubating town hall, that town hall will instantly start incubating the next 3 eggs after the current batch is complete
    • For example, if Spawn Larvae was cast 2 times in quick succession on the same idle Hatchery, that Hatchery would begin incubating 3 eggs, followed by an additional 3 eggs before going idle again.
    • Note that energy is still spend at the time of the cast, so this system can be compared to queuing for the other races.


    Creep now spreads faster and recedes twice as fast.

    Spore Crawler

    • Damage decreased from 15(+30 vs. Biological) to 15(+15 vs. Biological).



    _________________________

    Patch-Stand: 10.11.2015!
    Geändert von stone (10.11.2015 um 10:03 Uhr)
    freezy sagt Danke.
    Огонь по готовности - Ogon po gotovnosti - Feuer frei!

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