Marine Arena


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 Post subject: Change Log 07/11/2017
PostPosted: 08 Nov 2017, 00:16 
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Marine Morphs:

Raynor Marine:
Base Attack speed for Raynor Marines is increased from 0.86 to 1.2
MAX attack speed (before 0.56) new 0.9
Base damage for Raynor has been reduced from 9 to 8.

Tychus Marine:
Base Attack Speed for Tychus Marine has been descresed from 0.86 to 0.71
MAX attack speed (before 0.56) new 0.41.
Reduced splash damage from 75% to 50% in a 0.4 radius.

Tosh Marine:
Added Tosh Marine model and removed the warpigs.
Health scale per upgrade has been increased from 9/9 (shields/health) to 10/10.


Mercs:

Spectre/Phantom:
Added new Phantom model which fits better and its closer to Spectre.
Base damage for Phantoms is set to 17 from 18.
Base Attack speed for Phantoms is set to 1.5 from 1.35
Removed from training upgrades the “+0.5 damage”.

Maraider:
Base damage for Maraiders is set to 17 from 17.5


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PostPosted: 08 Nov 2017, 08:04 
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"Base Attack speed for Phantoms is set to 1.5 from 1.35"
Base attack speed was 1.5 not 1.35. You got 1.35 after you spend another 900 minerals.
Temples?


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PostPosted: 08 Nov 2017, 13:18 
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Correction: Phantom base attack speed before was 1.45 and with all training upgrades 1.3.
Now its 1.5 base and 1.35 with all training upgrades.

Temples will have a shield scale rate nerf on the next patch.


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PostPosted: 08 Nov 2017, 14:44 
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"Removed from training upgrades the “+0.5 damage”. -?" So this is not removed?
Thanks!


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PostPosted: 08 Nov 2017, 16:03 
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It is removed, the correction was only for base attack speed.


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PostPosted: 09 Nov 2017, 13:41 
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Everyone is thinking this, but why where Raynor marines nerfed? Like seriously I have never seen some one win with it, its life making a Nerf on Kerri, its random, no one asked for it, and there was 0 discussion on this forums about it so why even have this forums even it isn't even used?


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PostPosted: 09 Nov 2017, 14:00 
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i heard from him everyone swapped to them lategame. cant say i saw that myself though. after this nerf they are complete trash though. worse than normal marines. 1 more rine attacking doesnt matter if they have half the attackspeed of normal marines

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PostPosted: 10 Nov 2017, 00:21 
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Raynors were more viable then the other spawns, if thats what is classified as OP? Except for double spawn ofc. But still I don't understand where these patches are coming from, I just looked and didnt see a single suggestion to Nerf Raynors. Which begs the question, what the hell are we using this for if its not even used?


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PostPosted: 10 Nov 2017, 01:40 
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We gather feedback Information from public games and test group discussions.

Many players complained about raynor marine being much stronger than the other morphs and this is something we also saw clearly. Having a 6.5 range with the same attack speed as all the other marines, clearly gave an advantage to raynor making it the most overpowered morph during mid to late game.
Most players were choosing double spawn first and after switching to raynor for obvious reasons.

In the test group, the marine morph changes were posted by every detail of their change, we had various test games and all test games had different values for the marine moprhs.
We decided current marine moprh balance, after all the tests based on the results we had.
Every tester had the option to give different balance values from the ones that were posted.

If you have an alternative balance suggestion about raynor marine, please do share.

I am closing this topic since its changelog related and suggestions dont belong here, please open a different topic if you want to make a suggestion or discuss.


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