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Some changes that would have been good to see for the next patch
TerranBattlecruiser
- Tactical Jump now requires Weapon Refit upgrade to be used. Research time increased to 57-64 (down from the suggested 100).
Thor
- Main Change: Ground attack changed to be much more responsive and micro friendly:
- Damage point reduced from 0.8 to 0.3.
- Weapon changed to single shot. Damage and attack speed values adjusted to the much more consistent weapon.
For those who don’t know technical data, the current Thor actually has an incredibly long “aiming” phase. When microing thors, each shot actually takes almost 1s (0.84 real time seconds) to complete (0.58s aim + 0.26 for the second shot) which is TERRIBLE by Starcraft standards (most units have an “aiming” phase of 0.11s, for some its almost 0 and a few have a higher damage point between 0.2 and 0.3 real time seconds) . As the high damage point makes the “targeting” phase really long, if an enemy unit dies before the Thor fires, it basically has to “retarget” again, without dealing damage. This indirectly leads to a situation where the Thor is antinsynergistic with units that can kill other units fast (bio), because they don't get to fire at their targets, constantly swapping from one target to another (Ex: MM Thor vs LBM). This also causes actively microing Thors to be useless, so they can’t be microed to make active use of their range advantage over other ranged units. Important case: Thors vs Immortals. This situation is negatively reinforced by the slow shooting animation, since it has a significant delay between both shots. So the weapon change to be single shot goes in a similar direction. With a micro-friendly weapon, Thors could actually make use of their range advantage over ground units that counter them like immortals.
Additional changes
- Evaluate increasing move speed a bit.
- Evaluate if Armor is increased to 2, at the cost of reducing damage output.
- Evaluate a potential functionality where Thors can fire ground and air weapons at the same time (Multiweapon) at the cost of nerfing them a bit (Maybe only Explosive Payload).
- Interference Matrix now deals 100+ damage over the full duration. (non-stackable)
- Repair drone back, with changes. Reduced duration (less turtling-friendly), higher durability (HP armor), can be now moved at slow speed.
Ghost
We might need to evaluate a minore conomy-oriented change for the unit, which could be an indirect buff. It would be interesting to test inverting mineral and Gas costs. 125/150 or even 100/150 might be interesting option. While this makes the unit in theory more expensive, it makes it easier to fit into the Bio economy, which is totally mineral-oriented.This also aligns with the general dynamic of most caster units in the game, which is in fact designed to limit the total ammount of caster and lategame units on the field as most are very gas intensive.
Cyclone
- Lock-on is interrupted if enemy zerg units burrow.
ProtossPhoenix
- Graviton Beam duration reduced by 20% (7 > 5.6) [10>8 game data]
Oracle
- Implemented Weapon cooldown fix and keep the Armored tag change.
- Damage changed from 15+7 to 12+6. Cooldown reduced from 0.61 to 0.5 (DPS stays roughly the same)
Estimated values with new weapon vs old weapon (with fix)
- Zergling (2 damage periods + recharge): 1.83 vs 1.5 (20% improvement)
- Marine/SCV/now all workers: (3 periods + recharge) 2.43 vs 2. (16% improvement)
- Evaluate: Range/HP increase
ZergInfestor
- Infested Marine egg HP or hatching speed slightly increased. Infested Marine lifetime slightly reduced.
- Armored tag removed.
Additional considerations (things to look into the future)Adept
We can evaluate minor adjustments to shade speed and cooldown to slightly tune down Adept travel speed by some additional seconds.
Hellions
- We can evaluate removing the Light armor tag from Hellions.
Gateway/Warpagate
The Gateway/Warpgate/Chronoboost and early game vulnerability actually needs another pots itself.
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