Marine Arena

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PostPosted: 04 Sep 2017, 22:12 
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Joined: 03 Jan 2017, 19:03
Posts: 277

This is a hotfix patch, a bigger update is on the Works and will go online in the next days.


Reduced base healing vital rate from 15 to 10.
Increased healing energy required by 50%.
Healing Mastery upgrade gives +15 more heal from +10.

Siege Tank:
Mineral cost for siege tank has been increased from 150 to 200.
Base health points for tank has been reduced from 650(tank mode) to 600
And from 850(siege mode) to 800.

Purification Orb Splash radius has been decreased from 1.5 to 1.25

Mineral cost for curroptors has been reduced from 150 to 125.


Hunter Killer Hero:
Reduced splash fraction from 50% to 35%.
Reduced splash radius from 0.525 to 4.75.

Ghost Hero:
Ghost Snipe base range has been reduced from 10 to 9.5
Each “Sniper Training” upgrade gives +0.5 more snipe range.
Total snipe range with all upgrades is 11 from 11.5

Ultralisk Hero:
Burrow charge stun radius has been reduced from 3 to 2.5

Spectre/Nova Ultimate Hero:
Lash base range has been increased from 10 to 10.5.
“Sniper Training” upgrade for spectre/nova now gives +0.5 lash range from +0.75.
Total range with all upgrades is 12 from 12.25.

Kerrigan Ultimate Hero:
Weapon Range Incresed from 6 to 7.

Base defense/Shop

Photon Cannon:
Weapon attack splash radius has been decreased by 25%.

Arena shop:
Disable Marine Spawning cooldown before you can use the ability again, has been increased from 60 seconds to 300 seconds.


PostPosted: 05 Sep 2017, 18:25 

Joined: 03 Jan 2017, 15:50
Posts: 59
I like all patches nerfing tanks (y) . Removal is still best, hate tanks...
A lot of good things but the main problem with spectre isn't the initial lash range, it's the following range of lash, impossible to run away once it has started. Also not sure hunters needed the nerf. Rest seems good though.

Everybody knew it was impossible, untill someone came who didn't know that.

PostPosted: 06 Sep 2017, 23:08 

Joined: 04 Jan 2017, 21:39
Posts: 132
Not sure why hunters were nerfed that seems a little unnecessary. Also I noticed all changes were nerfs. It would be nice to have some buffs to units that aren't viable at all.

PostPosted: 07 Sep 2017, 18:56 
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Joined: 04 Jan 2017, 23:33
Posts: 183
I am against abduct ability in MA, way too op.
I agree that the armor scaling on some units seems a bit off, but would need specific test results to form an opinion on that.
Reducing corrupor cost i disagree, since we will face the same problem again as before the cor/vik nerf that was needed to make air viable again.
I especially like the Kerrigain and Ultralisk changes.
For base defs i suggest to split the upgrades for AA turrets and other turrets, and make a limit on 2/3 upgrades for normal turrets for hp, armor range and damage, while leaving more upgrades available for AA turrets, since AA turrets actually make sense and other turrets are in 95% of cases simply used for abuse, whereas one could aswell get tanks and sentries to defend ones base, while lots of unskilled oponents usually use those to prolong a 20 min game into a 1 hour game until sd hits.
Thors with all ups are quite off i agree there absolutley.

@valhalla this is only a hotfix patch, a bigger patch is coming soon.

I am not like you.
All the things you do, I do a better version of all those things.

PostPosted: 10 Sep 2017, 22:23 
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Joined: 03 Jan 2017, 19:03
Posts: 277
The changelog replying is enabled, so players can say what they think for the changes that were implemented on the game.

A mod will move and create a new topic so we can discuss it further.

Last edited by Crow on 11 Sep 2017, 14:01, edited 1 time in total.
All fixed :)

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