虫族 狗 & 刺蛇 - 解除埋地花费时间由0.711降为0.36 - 随机延迟由0.36降为0.08 加速解除埋地将允许更加战术和阴险的虫族玩法:比如用刺蛇埋地蹲棱镜或运输机,或者用狗来埋伏敌方增援部队 HYDRALISK Health decreased from 90 to 85 In the past, we set out to make the Hydralisk more of a core unit. This has perhaps been too successful, to the point where it crowds out other strategies. Altering the Hydralisks’ health reduces their ability to be massed by making them more vulnerable to area-of-effect damage. Since altering the health of core units is always a big change, we will be watching to make sure Zerg still has the Hydralisk as an option, although perhaps not the best option for every matchup. 刺蛇 - 生命值由90降为85 过去,我们想让刺蛇的定位成为核心兵种。这好像过于成功了,爆刺蛇变得非常主流,压过了其他打法。 改变刺蛇 的血量让爆刺蛇面对AOE更加脆弱。但是改变核心单位的血量是项1巨大的改动,我们会持续观察保证刺蛇任然有足够的强度,虽然可能变得并不是对抗三族的最好选择。
INFESTOR Infested Terran cast range increased from 7 to 8 At 8 range, Infestors will be better able to cast Infested Terrans outside the range of static defenses and further away from enemy armies, allowing them to more effectively break siege lines or threaten massed enemy forces. 感染虫 - 丢蛋施法距离由7增加到8 以8的施法距离,感染虫将能在静态防御射程外丢蛋,并且和敌方单位保持更远距离,可以让他们更有效的突破防守或者威胁大量敌方部队。 ULTRALISK New upgrade added: Anabolic Synthesis Cost: 150 minerals/150 gas Research time: 79 seconds Ultralisk off-creep speed increased by 10% (4.13 to 4.55). On-creep speed is unaffected. 雷兽 - 新升级:均摊外提速 花费 150/150, 79秒研究,提高10%均摊外速度,4.13 到 4.55. 菌毯上速度不变 这让雷兽在菌毯外没有支援时更加强大。由于之前的菌毯外速度,雷兽面对人族生化曾是一个受质疑的选项,高水平人族可以用光头击败雷兽。 在升级后他们可以更好的压制人族生化部队,因为他们的速度和扎了针的MM更加接近。 面对神族,雷兽也可以更好的给航母电兵组合施压,因为可以更快近身电兵并无视小飞机伤害。
HIGH TEMPLAR Feedback damage reduced from 1 per point of energy drained to 0.5 per point of energy drained When the Ghost’s Snipe ability was changed to Steady Shot, the Ghost lost the ability to instantly kill a High Templar, but Templars remained very lethal to Ghosts. This change should move this relationship to focus more on energy denial/casting rather than outright lethality. Reducing Feedback’s damage also means that Medivacs will also no longer be instantly destroyed, which promotes more multipronged play in late-game scenarios. Against Zerg, this makes Vipers slightly less fragile, which should allow Zerg a few more chances to try and pull apart a Protoss player’s late-game armies. 电兵 - 反馈伤害由1每点能量降为0.5每点能量 当鬼兵狙击技能改为稳定射击时,鬼兵失去了瞬间秒杀电兵的能力,但是电兵对鬼兵仍很致命。这个改动应该让反馈的用法趋向于烧蓝而不是击杀。 降低反馈的伤害同样意味着运输机不会被秒,这也鼓励了后期更多的多线打法。 对抗虫族时,对飞蛇没那么致命了,这将允许虫族有更多的机会击败神族后期成型的部队。 ROBOTICS FACILITY Cost reduced from 200/100 to 150/100 Ideally, this change will reduce the strain on Robotics Facility unit build time. Currently, their cost and position in the Protoss tech tree makes it tricky to afford two of them early on, which is an issue since the four units it can produce are all very important to Protoss mid-game strategies. Since Robotics Facilities are sometimes used in proxy strategies, we will be monitoring this change to see if it makes holding proxies improbable. 机械台 VR - 建筑花费由 200/100 改为 150/100 理想状态下,这个改动将会改变VR单位的建造时间的一套体系。现在,VR的花费和其在科技树中的位置让早期双VR略为困难。这有点问题,因为VR的4个单位对于P中期的战术都很重要。 但是由于野VR战术的存在,我们会观察这个改动看看它是否会让野VR变得过强。