Marine Arena


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PostPosted: 27 Jul 2018, 16:58 
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An update will take place soon on the current version of the game.

Changes are the following:

Voting Screen Mercenary Selection:
Added in Mercenary Selection in Starting Voting Screen the Option to Start the Game WITHOUT “Selecting a Mercenary” and keep 500 Starting Minerals having ONLY Marines.
(This change is added to give the option to the players if they want to start directly with a Tier1 or Tier2 Hero, having only Marines and support their partners/Allies for the first minutes of the game.)

Interface:
Added on the "Upper Right Corner" an Achievements Button.(Above "Minerals/Gas/Supply" Stats)
Tester/Donator Menu Button has been removed from the "Upper Left Corner" and is now on the "Upper Right Corner" (Next to Achievements Button).
(The buttons new location makes sure that no players will accidently click on them, while in the middle of a battle.)

Firebat/Devil Dog:
Added +1 Second to “Firepack” Cooldown on “Mercenary Upgrades” (3x300)

Creep Tumor:
You can no longer Mass recall “Creep Tumors” Created by QueenFestor Ultimate Hero.

Baneling:
Increased “Cargo Space” of Banelings for medivac from 2 to 4.

Roach/Crawler/Beetle:
Reduced Mercenary Armor Scaling Upgrade from 1.25 to 1 (0.5 for Marine & Hero Armor Upgrades)

Infested Savior:
Increased weapon range from 12 to 13.
(This change is under testing and the final decision is not yet taken)
(The reason of a savior change is because many units have higher movement speed than savior which makes them easy to avoid a savior, so increasing the movement speed by changing other values on the unit its possible also)


Ultralisk Hero:
Reduced Base Armor from 4 to 3.
Removed Bonus Damage to Heroic Units.

Elite Upgrades:
All Elite Special Upgrades are set into “2 Keys” which are “Z & X”, Z stands for the First Upgrade (Spec 1) and X for the second (Spec 2).


Achievement Changes:

True Reaper: Difficulty MEDIUM.
Kill Over 750 Units with Reapers in a Single Game.
NEW CHANGE:
Difficulty MEDIUM.
Kill Over 250 Units with Reaprs in a Single Game.

Siege Master: Difficulty MEDIUM.
Kill Over 1000 Units with Siege Tanks in a Single Game.
NEWCHANGE:
Difficulty MEDIUM.
Kill Over 500 Units with Siege Tanks in a Single Game.

BULLETPROOF: Difficulty HARD.
Kill Over 1000 Units with a Tier ½ Hero in a Single Game.
NEW CHANGE:
Difficulty HARD.
Kill Over 750 Units with a Tier 1 Hero (Phoenix, Hunter Killer, Dark Templar, Ghost) In a Single Game.

Noob Farmer: Difficulty HARD.
Kill Over 3000 Units before the 20 Minutes Mark.
NEW CHANGE:
Difficulty HARD.
Score Over 3000 Bounty before the 10 Minute Mark.

Upgrades Are for Noobs: Difficulty HARD.
Use Non Upgraded Marines to Kill an Ultimate Hero.
NEW CHANGE:
Difficulty HARD.
Use Non Upgraded Marines to Kill a Tier 3 Hero. (Thor,Ultralisk,Colossus).

Center of Attention: Difficulty HARD.
Hold the Center Beacon for more than 15 Minutes Straight.
NEW CHANGE:
Hold the Center Beacon for more than 10 Minutes Straight.

Last Man Standing: Difficulty HARD.
Win a Game after more than 3 Hours.
NEW CHANGE:
Win a Game after more than 2 Hours.


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PostPosted: 28 Jul 2018, 09:40 
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the last achievement is impossible because computers will explode after running this map for 1 hour? also when is the new map coming you keep saying "soon" but that doesn't mean shit it seems.


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PostPosted: 28 Jul 2018, 10:55 
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The new version is in public status and the progress can be seen from everyone.
New data is being added everyday, under the name -Marine Arena-, every player is able to see/play the new version and give feedback.


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PostPosted: 28 Jul 2018, 14:15 
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Firebats have gotten +1 duration on stim when they buy the compound upgrades for a long time already. Personally i think patch notes should include all the changes when those changes happends because we definitly didnt get that in a previous patchnote.

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PostPosted: 28 Jul 2018, 18:12 
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The +1 Duration is for "Firepack Cooldown" not for the ability when used, but for the cooldown is needed to use it again.

This +1 duration on the ability has been on Firebats for quite sometime indeed.

The patch note that had this change was in previous forum, here are all the changes that were saved:

viewtopic.php?f=6&t=173


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PostPosted: 28 Jul 2018, 19:02 
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So the cooldown to use it is increased for every upgrade? Or is it actually -1 second per upgrade?

And that patch note says +0,5 second extra per upgrade and thats not +1

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PostPosted: 28 Jul 2018, 19:48 
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Yes the cooldown is increased, with full Mercenary upgrades, cooldown goes from 10 seconds to 13 and that is because with +1 second on ability, there's only a 2 seconds delay before you can use firepack again.

This change will increase the 2 seconds delay to 5.

This topic shows what it was saved from previous forum change logs, there was a change log increasing the +0.5 to +1, but like many other topics from previous forum, they are no longer available.


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PostPosted: 28 Jul 2018, 20:28 
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Dds are the weakest merc by far so i think they shouldnt get this nerf because to be fair its a really large nerf

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PostPosted: 28 Jul 2018, 21:06 
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Gonorstrom wrote: Dds are the weakest merc by far so i think they shouldnt get this nerf because to be fair its a really large nerf
Noone plays dd's anyway so noone will be upset about the nerf why you bothering to argue this.


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PostPosted: 28 Jul 2018, 22:23 
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I won a pre-made game with my teammate playing firebats since the beginning of the game till it end. And maybe there could be some explain for this change, like did someone really notice that firebats are imba?

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