Marine Arena


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 Post subject: Next Update 2.167
PostPosted: 03 Dec 2018, 14:05 
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Marine Arena 2.167 Balance Changes: Not yet Implemented.

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Mercenaries.

Maraider:
Reduced Attack Upgrade scaling from 1.75 to 1.5 per upgrade
Splash Radius has been reduced from 0.7 to 0.6

Void Ray:
Base health has been reduced from 350 to 300
Base shields has been reduced from 175 to 150.

Spectre/Phantom:
Increased Health Scale from 16 to 18 per upgrade.

Crawler/Beetle:
When morphed into Crawlers, life regeneration when burrowed is decreased by -3.
When morphed into Beetles, life regeneration when burrowed is increased by +1
Burrowed Evasion has been removed from “Roach/Crawler/Beetle”.

Hybrid Destroyer’s:
Fixed a bug causing Hybrid Destroyer’s NOT to deal Splash damage on “Air Units”.
Increased “Weapon Attack Speed” from Mercenary Upgrades (3x300) from 0.05 to 0.1 (Maximum Attack Speed 1.5 vs 1.65 previous value).
Increased Overcharge Ability duration from 8 seconds to 10.
Reduced base Shield Armor from 3 to 2.

Immortal:
Increased Base splash fraction from 20% to 25%.
Increased Base Matrix shields from 90 to 100.


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Elite Mercenaries.

Hellion/Bat:
Increased “Incinerate Splash Radius” by +33.4%
Reduced Base damage for “Incinerate Ability” from 75 to 50.
Increased Health upgrade scale value from 17 to 25.
Increased base health from 425 to 500.
Increased Hellbat Weapon range from 1 to 2.

Viking:
Ripwave Missiles elite upgrades now gives +0.5 Weapon Range (Ground) from +0.75.
Base Ground Weapon range has been reduced from 6.5 to 6.

Sentry:
Fixed a bug causing Sentry not taking increased “Guardian Shield Resist” from Plasma Emitters Upgrade.
Plasma Emitters Upgrade now gives +2 Ranged damage resist from +4.
Added with Kinetic Field Upgrade +10% Faster energy regeneration.
Added with Plasma Emitters Upgrade 20% faster energy regeneration.
Reduced base Health from 250 to 100.
Increased base Shield Health from 200 to 250.

Battlecruiser:
Increased base health from 800 to 1000.
Increased Health Scale from 47 to 50 per upgrade.

Disruptor:
Reduced Cost from 225 to 200.
Increased Base Life Armor from 0 to 1.
Increased Targets required for the orb to explode from 2 to 5.

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Infested Savior:
Increased Weapon Damage from 200 to 300
Increased Damage to Heroic’s by +50
Increased Damage to Shields by +100
Reduced Infested Savior Duration from 7 seconds to 6.
Increased Movement speed from 3 to 3.15
Reduced Weapon range from 12 to 10.
(Keep in mind Infested Savior is being automatically selected once used)

Dark Archon Ultimate Hero:
Fixed a bug not scaling with Mercenary Attack upgrades.
Fixed a bug not scaling with Marine Attack Upgrades.
Shield Armor scale from “Marine & Mercenary Armor upgrades” is reduced from 0.75 to 0.5

Archon Ultimate Hero:
Shield Armor scale from “Marine & Mercenary Armor upgrades” is reduced from 0.75 to 0.5


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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 14:16 
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phantoms already are very strong, i dont see why they need a buff

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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 14:20 
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Joined: 08 Jan 2017, 12:00
Posts: 96
Crow wrote: phantoms already are very strong, i dont see why they need a buff
Y i agree


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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 14:32 
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Joined: 23 Apr 2018, 12:34
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Is archon shield armour different that the normal armour? Doesnt it get 2 per up and 1 per marine/merc one?


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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 15:27 
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"Infested Savior:
Savior now ignores rally point from Command Center.
(Keep in mind Infested Savior is being automatically selected once used)"

please no. for some positions on the map there will be a huge disadvantage because the savior will spawn behind their cc or just not facing the enemy. or what if you want to savior air sniping your compound, the savior not spawning at the rally point will give the air player a huge advantage because it will take longer for the savior to reach. why change something that has been this way for forever when nobody has complained? atleast make it spawn in the direction of the rally point

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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 15:28 
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and yea why buff phantoms? they are one of the strongest mercenaries. buff some mercenaries that are bad instead, like immortals or destroyers

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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 16:27 
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Joined: 14 Jan 2017, 12:48
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1) The maraider change is a good one. However i think the splash radius nerf will prove inconsistent, due to sc2 mechanics. Attack speed nerfs are far more relyable.

2) phantoms deffo need a buff for lategame. They could use a decrease to base stats for early game, given they are quit strong early on.


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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 16:50 
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Gonorstrom wrote: or some positions on the map there will be a huge disadvantage because the savior will spawn behind their cc or just not facing the enemy.
Savior will always spawn behind the CC.

Gonorstrom wrote: and yea why buff phantoms? they are one of the strongest mercenaries. buff some mercenaries that are bad instead, like immortals or destroyers
They were good early game, but sucked lategame. I completely agree something has to be done with these mercenaries too.

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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 17:16 
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Joined: 26 Jan 2017, 19:46
Posts: 37
Maraiders and voids = good changes
Phantoms - they are ok early game but bad late game. Instead of buffing their base stats, buff their scaling
savior - I don't think this will be ok, but who knows before tried.


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 Post subject: Re: Next Update 2.167
PostPosted: 03 Dec 2018, 17:34 
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Savior will always spawn behind cc? What kind of random change is that?

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Vero=best mod.
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https://www.youtube.com/watch?v=yFE6qQ3ySXE


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