SC Evo Complete PTR 1.13 patch notes
Balance Update
This minor update contains balance changes and a few bug fixes.
Please note: All time values are provided in Normal Speed [Faster Speed]
Despite repeated nerfs to Lockdown, the Ghost has remained a polarizingly strong unit. We think that the duration and range of Lockdown are now in a good place, so we are proceeding with reverting the energy cost of Lockdown to its original value of 100.
Although Infested Terrans are strong when they are able to come into play, rarely can they be produced in meaningful numbers.
Thanks to a recent update, the Queen is now able to infest StarCraft II Terran Command Centers, Orbital Commands, and Planetary Fortresses, but in practice, Queens often do not have this choice, as they do not come into play until the Terran has established three bases. The main, natural, and triangle third are centralized and difficult to break, so the ideal targets for Infest Command Center tend to be the Terran’s outlying bases. Unfortuantely, these are often Planetary Fortresses, so not only are they difficult to assault, but once they are infested, they are incapable of lifting off and retreating to safety.
To compensate for the inability of the Infested Planetary Fortress to retreat and the investment required to defend it, we are making the Infested Terran cheaper and faster to produce. In exchange, the damage output of the Infested Terran will be reduced. Although it still one-shots large enemy targets such as Thors and Colossi, the difference is meaningful in some scenarios, such as when deploying them against StarCraft II Terran production and tech structures. Infested Terrans will be able to destroy the Engineering Bay and Barracks in only 3 attacks, but will need 4 in order to destroy tankier structures, such as the Factory, Starport, Ghost Academy, and Command Center.
BW Protoss players often suffer from a lack of scouting information. To supplement previous changes to alleviate this, we are decreasing some of the build time on the Robotics Facility and moving it to the Robotics Support Bay. This allows for the faster production of the Observatory, allowing BW Protoss players to match the Observer scout timings of their StarCraft II counterparts without hastening access to Reaver production.
This minor update contains a few new animations and models:
Added new Reaver unit model
Hello to all SC: Evo Complete fans,
This update concludes the 1.13 PTR cycle and brings forth a fresh set of balance changes in time for the 8th installment of the StarCraft Evolution League. Many thanks to the players and casters who joined us for the SC: Evo Complete PTR 1.13 showmatch, and congratulations to QuanTa for his victory over threepoint in the finals!
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:
Our first new map port of 2025! Vermeer is a relatively straightforward 4-spawn map. Mind the central hills as the game progresses, as they will be key to lategame engagements, especially with the recently-implemented high-ground miss-chance.
A new skin inspired by Starcraft Remastered has been added for the BroodWar Terran: The Korhal Command Center, said to be an artisanal piece built by the Dominion’s finest engineers made out of real gold.
This new skin can be found by clicking this button to open the skins menu.
Please note: All time values are provided in Normal Speed [Faster Speed]. Normal values provided are exact; Faster values are approximate.
Previously, the Engineering Bay had its build time reduced as a way to hasten access to Missile Turrets as a response to SC2 Protoss Stargate openers. The need for this has passed, as BW Terran players have demonstrated ways to survive the early game without this change. Moreover, the Engineering Bay’s build time being even faster than that of its SC2 counterpart, as well as its ability to Lift Off and scout the opponent’s base after it is done being used to block an expansion, make it an incredibly cost-effective option in the early game. We are increasing its build time to reflect this.
SC2 Zerg players currently face a dilemma against BW Terran. As Stimpack timings have become more optimized in this matchup, BW Terran players have devised methods to deny virtually all scouting information to the opponent, killing the first Overlord on-sight and shutting Zerglings out with Barracks-Depot full walls at the natural. Due to this, it is nigh-impossible for SC2 Zerg players to verify the true number of Barracks built or check the timing of the natural Command Center. This is concerning, since BW Terran is capable of both exorbitant greed and fast, heavy pressure, the latter of which cannot be reliably defended against without blindly morping Spine Crawlers or Roaches.
In order to mitigate the strength of Stimpack timing openers, we are increasing the time required to build the Barracks and research Stimpack. These should help permit more margin for error in earlygame Overlord movements and preparing defenses for the initial wave of Marines.
These changes serve to further standardize the stats of Terran add-ons, as well as reduce their overall HP-to-cost ratio to more reasonable levels and increase opportunities to interact with Terran production.
Due to their HP, Medics are often seen tanking Corrosive Biles in engagements against Roach-Ravager armies. By design, Biles are supposed to force the opponent to dodge, but the Medic is able to survive one hit without dodging. Therefore, we are reducing its HP to force Terran players to control their Medics more carefully.
This change helps to make the currently underwhelming strength of the Brood War Siege Tank’s Tank Mode weapon proportionate to that of the StarCraft II Siege Tank.
In spite of repeated adjustments its anti-ground weapon, the Goliath remains an overwhelmingly strong generalist. As we still believe its anti-air capabilities are in a good spot, we are proceeding with further nerfs to its anti-ground attack period.
This change will help a Dropship issued a simple Drop command to arrive at its destination slightly faster by delaying the time at which it automatically begins to slow.
Note: We do not plan to substantially increase the acceleration of the Dropship in future patches. The Dropship is, and always has been, a more committal tool by design. It is not a Medivac, and is not intended to be able to quickly rotate between bases or retrieve stranded forces at the sight of enemy defenses.
Although we think the Battlecruiser’s combat capabilities are well-tuned, it is still difficult for Terran to find opportunities to transition into it. We hope to remedy this with a slight build time reduction.
Lately, Sunken Colony rushes have been quite prevalent in the Brood War Zerg vs StarCraft II Zerg matchup. Moreover, due to its build time, rushes involving the Sunken Colony lie on a wide spectrum, from simple macro pressures to outright all-ins, making its use somewhat unpredictable. Although we do not think defending successfully against these builds is too difficult, we would like to incentivize more opening variety from BW Zerg players.
As early interactions in the BW Zerg vs SC2 Zerg matchup are very sensitive to a couple seconds of build time, we believe this change is enough to achieve our intended effect. A couple seconds of increased build time should not affect the Sunken Colony’s utility in other matchups and scenarios.
Note: The build time was nerfed to 21 seconds [15.0 seconds] during the 1.13 PTR, but this nerf has been reduced for the live version to ensure the Sunken Colony remains an effective response to Baneling busts and cannon rushes, which are also highly time-sensitive interactions in the earlygame.
This change continues our efforts to bring the BW races more in-line with their original versions. In particular, this change will help to mitigate BW Zerg’s tempo advantage entering the lategame by delaying the timing at which Dark Swarm and Plague become plentiful.
As with the Defiler, these changes continue our efforts to capture the original identity of the Brood War races. The attack period and Acid Spores changes more closely aligns the Devourer with its Brood War incarnation. The remaining changes re-emphasize its role as a hit-and-run support unit. The reduction in armor back to its original value makes it more vulnerable to basic anti-air attacks once more and discourages its prolonged use in battle. To more precisely fine-tune its survivability and compensate for the lost armor, we are increasing its HP slightly, and the increase to its range will better help it maintain a safe distance when applying Acid Spores. In particular, an HP of 275 will allow it to barely survive two uses of the StarCraft II Ghost’s Steady Targeting.
One of the historical hindrances to widespread adoption of Scout play is the ineffectiveness of its anti-ground weapon. This change makes it easier to use by making its range consistent with that of the Wraith.
Although we think the Carrier’s combat capabilities are well-tuned, it is still difficult for Protoss to find opportunities to transition into it. We hope to remedy this with a slight build time reduction.