SC Evo Complete Extension 1.11.4 patch notes
New Defiler Mound Model!
Hello to all SC: Evo Complete fans,
We have a small but ambitious patch to alleviate some balance concerns and diversify the options of the Brood War races.
This update is planned to be finalized and made official ahead of the upcoming $1,100 SEL Fall Championship 2024.
As this is a PTR, many of these changes are experimental. Please reach out to us in the #extension-feedback channel on the Project Koprulu Discord server to share your thoughts on the balance of the changes, as well as whether or not they achieve the goals described herein.
Before we proceed with the changes, we once again would like thank our generous sponsors to enabling our work here. If you would like to support us, you can give us a one-time donation on PayPal or a recurring contribution on Patreon:
Additional goals for this patch:
Please note: these changes are IN ADDITION TO the changes from the first part of the 1.11 PTR. Except where stated otherwise, none of those changes have been reverted.
The Medic changes appear to have had the intended effect, but perhaps overly so. Stimpack timings became too easy to execute with the new Heal range. However, we still think BW Terran Biological armies need some help.
To fix this, we are reverting the Heal range increase. We are also trying to introduce more opening variety by hastening the Caduceus Reactor upgrade.
Unlike the SC2 Battlecruiser, the BW Battlecruiser is more effective against high-armor units like the Corruptor and the Ultralisk due to its higher damage per hit. This appears to be a little too strong, so we would like to compensate by slightly reducing the Battlecruiser’s attack speed.
In previous patches, BW Zerg received numerous buffs to shore up its earlygame defense, which included combat buffs to the Hydralisk, Sunken Colony, and Spore Colony. We think that these changes were highly successful. Even recently, the Hydralisk received a QoL/design rework in the form of a hitscan attack more closely resembling its original counterpart.
Unfortunately, these changes were too effective in hindsight. In particular, they turned the Hydralisk into an overwhelming generalist that is too strong and too easy to use in almost any situation.
BW Zerg earlygame optimization and midgame tech (namely, Spire and Lurkers) have come a long way since the days of the Chzzk Cup. Therefore, we think these changes are warranted to help reintroduce some weakness into the BW Zerg earlygame. (In particular, we chose to nerf the attack period and HP of the Sunken Colony because its damage-per-hit and range are essential to defending against Banelings and cannon rushes, respectively.)
These changes will also limit the Hydralisk’s aggressive potential. We are aware that the Hydralisk will likely remain one of the most versatile units in the game, and will continue to keep an eye on it as we also look for ways to adjust BW Zerg elsewhere.
While we think that the Stargate changes previously implemented in this PTR cycle were woefully needed, we also think they are not enough to fix the matchup on their own. Overall, a lack of mobility forces BW Protoss to play passively against SC2 Protoss, biding time in the midgame while amassing a powerful lategame army. However, being relegated to defense is tough for them, because losing or retreating from a single large fight near an expansion almost assuredly means losing the expansion. Therefore, they need more power in frontal engagements.
The new Reaver damage is intended to be much more effective against SC2 Protoss against all stages of the game.
The Reaver’s base damage was also slightly increased to help overcome base armor on SC2 Protoss units. This ensures that the Reaver maintains the same number of attacks to kill SC2 Protoss units throughout the game, even after Level 3 Ground Armor and Shields research. The additional 5 base damage should not meaningfully affect damage the number of hits to kill units in other matchups, and this amount was subtracted from the Scarab Damage base damage bonus to avoid one-shotting units like unstimmed Marauders.
Please note: All time values are in Normal Speed
Goals for this patch:
This is expected to slightly ease defending against Stargate builds by hastening access to Missile Turrets and Goliaths.
We noticed that BW Terran Biological armies tend to require a very large number of Medics, not only to fight but also to safely retreat.
These changes are aimed at ensuring Biological armies deplete their healing more slowly. Alternatively, one can opt to produce fewer Medics and more Marines. This is especially useful for timing attacks.
Increased Heal range further increases the forgiveness of using Medics; in niche circumstances, Medics can help bodyblock against Roaches while staying in range to heal Marines attacking those Roaches.
Currently, BW Terran Biological armies are reliant on large numbers of Siege Tanks to defend against almost any SC2 Zerg ground force, especially masses of Roaches. The sheer cost of such forces, as well as the expensive transition into Science Vessels, spare little Vespene gas to be used elsewhere.
This buff aims to utilize spare Starport production time, allowing BW Terran to generate additional threats on the map. This should be the most impactful against SC2 Zerg, as they typically have little need to defend against early-midgame drops and multi-prong aggression otherwise. The mere possibility of Dropship play should be enough to force the production of a few Spore Crawlers when they would otherwise be ommitted.
Although the new Dropship costs practically no Vespene gas, it is still a rather sluggish unit, and large armies trapped in Dropships are prone to camping units underneath and being shot out of the sky outright. Moreover, BW Terran must eventually transition into Science Vessels in this matchup. Therefore, as mass Dropship play is highly committal, we expect no more than 1-2 to be used at a time in most games.
Lategame BW Zerg armies are somewhat impotent. The combination of Guardians, Queens, Defilers, and Lurkers is sufficient against ground forces, but Devourers are pitifully underwhelming for leading the charge against airborne adversaries.
These buffs are intended to improve the Devourer’s effectiveness, without altering its identity as a medium-speed, debuffer-tank support unit. In particular, it is now able to survive 2 uses of the SC2 Ghost’s Steady Targeting.
Its new damage-per-hit also aids it in hit-and-run maneuvers; these changes mean that 10 Devourers, just 1 more than is needed to apply the maximum level of Acid Spores in one attack, are now able to kill a Tempest in one attack, down from 12 (assuming Level 2 upgrades all around).
Currently, BW Protoss has a few problems in the SC2 Protoss matchup:
These sweeping changes are intended to improve the overall viability of Stargate play, and particularly address the above weaknesses: