How to win 3v3 with terran


Nov 5, 2006
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We're pleased to bring you the latest StarCraft II: Wings of Liberty situation report. In this edition, we'll be discussing some of the most notable changes in patch 1.4.3 and shed some light on the design philosophy behind this update.

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
We’ve been looking into the effects that high yield expansions have on gameplay, in particular how the added efficiency of MULEs on these mineral patches can affect matchups. This is also a common piece of feedback we've received from both pro players and the community.
We've been closely monitoring several sources of information: GSL tournaments which feature maps that do not have high yield mineral patches at all, major tournaments that still use high yield expansions, and our own ladder maps data now that our 1v1 ladder features a tournament -like map pool.
Based on these observations, we've made the decision to keep MULE resource generation the same regardless of mineral type, while allowing high yield mineral patches to remain on our ladder maps. This change helps keep the risk vs. reward the same for all three races when acquiring expansions that feature high yield minerals.

Snipe damage changed from 45 to 25 +25 Psionic
We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.
While we like to see creative and innovative use of units, we felt that in this case Snipe was becoming too effective against zerg’s most expensive units. When adjusting the ability, we tried to settle on a number that would allow using Snipe to remain a viable tactic, though not as powerful as it is now. With this change, brood lords will fall in ten casts of Snipe rather than six (taking into account health regeneration), while an ultralisk will die in 19 casts, up from 11. This also significantly increases the number of ghosts and stockpiled energy needed to pull this tactic off, which we feel confident about because, previously, terran players rarely needed to consider the energy on their ghosts units.

Phoenix now has a range upgrade at the Fleet Beacon
In the past, we've discussed whether protoss needed a more immediate change to give them additional ways of dealing with mutalisks in PvZ, or whether it was more appropriate to make changes to that matchup in Heart of the Swarm. After investigating, testing, and reviewing both community and pro feedback, we've decided to include a change in this patch.
The phoenix will now have 6 attack range after purchasing an upgrade, which should allow them to more easily deal with a large number of mutalisks. In the previous patch, when protoss players attempted to move their armies out across the map, their bases became extremely vulnerable. Existing options to cope with massed mutalisks were costly and not always effective. This range upgrade should help even the odds by giving protoss players the option to reactively build phoenixes in smaller numbers, and with some micro, allow them to more efficiently defend against mutalisk swarms. Upgraded phoenixes should also offer protoss players the potential for better map control in the PvZ match up.
Still, we also wanted to make sure that producing mutalisks in PvZ remains a viable strategy, and believe that it is. While it might not be a good idea to brute force a protoss opponent with a ton of mutalisks, pairing them with units such as infestors and / or corruptors will help counter the advantage the new range upgrade provides.

APM / CPM changes
There was a lot of concern and debate regarding whether APM should be an accurate number or it should be a fun, play style distinguishing factor like it has been traditionally. After hearing a lot of feedback from both sides, we decided to bring back classic APM, and change our current APM (that doesn't count spam clicks) to be called Commands Per Minute, or CPM.
This way, pro players who want to show off how fast their hands move can do so, while at the same time players who really just want to know how accurate and efficient their actions are can look at CPM.

As always, we will continue to follow player discussions on our forums as well as fan sites and beyond, and we look forward to your constructive feedback regarding these changes. As with all balance-related changes, we've made these decisions with great care and consideration to ensure a great playing experience for players of all skill levels.
* David Kim is a game designer for StarCraft II and he's a big fan of community map contest maps.

[SPOIL = German]
We are happy to present you the latest situation report for StarCraft II: Wings of Liberty. In this issue, we'll review some of the key changes Patch 1.4.3 brings and shed some light on the design philosophy behind this update.

M.U.L.E.s now mine just as much from rich mineral fields as they do from normal ones.
We have examined the effects of expansions with abundant mineral deposits on the game, in particular how the higher effectiveness of M.U.L.E.s on these mineral fields affects games. This point is a common feedback topic from both professional gamers and the community.
We closely observed several sources of information: GSL tournaments in which no cards with rich mineral fields are used, larger tournaments that still use these expansions and, since our 1vs.1 ranking list now has a tournament-like card selection, our own card data for ranked games.
Based on these observations, we have decided to keep the resource extraction by M.U.L.E.s the same regardless of the mineral type and to keep the rich mineral fields in our ranking cards. This change ensures that the risk / potential benefit ratio remains the same for all three species when they take expansions with abundant mineral fields.

Changed sniper damage from 45 to 25 (50 versus Psionic)
We got the impression that the sniper ability against the Zerg Breed Lords and Ultralisks was too strong. Especially at the professional level, we've seen many games in which Terran players used a very defensive strategy, accumulating masses of Ghosts to destroy most of the options available to Zerg players.
We are always happy about the creative and innovative use of units, but in this case the sniper ability just seemed too effective against the most expensive Zerg units. When customizing the skill, we tried to find a value that would keep the sniper skill as a viable tactic but reduce its efficiency a bit. As a result of this change, Brood Lords will only fall after ten shots instead of the previous six (taking health regeneration into account) and Ultralisks after 19 shots instead of the previous eleven. This also increases the number of ghosts and accumulated energy required to use this tactic, which we consider desirable, as Terran players have hardly had to worry about the energy of their ghost units.

A range upgrade is now available for the Phoenix in the fleet signaling device
We have already discussed in the past whether a quick change should be implemented for the Protoss to give them additional options compared to Mutalisks in the PvZ, or whether such changes should better be made in Heart of the Swarm. After thorough research, testing and reviewing community and professional feedback, we decided to introduce it with this patch.
After researching an upgrade, the Phoenix now has an attack range of 6, which should make it easier for it to deal with a large amount of Mutalisks. In the previous patch, Protoss players' bases became extremely vulnerable when trying to expand across the map. Existing possibilities to defend against mutalisque hordes were expensive and not always effective. The range upgrade should help to create equal opportunities for Protoss players, as they now have the option to build fewer phoenixes and use them to effectively defend themselves against swarms of Mutalisk using micro-systems. Phoenixes with an upgrade should also offer Protoss players the opportunity to better control the map in PvZ.
We also wanted to make sure that the production of Mutalisks in PvZ is still a viable strategy, which we believe we have achieved. From now on it will no longer be a particularly good idea to simply overwhelm a Protoss opponent with a frontal attack from Mutalisque masses, but in combination with a few infestors and / or molesters the advantage of the new range upgrade should be compensated for.

Change of APM and EAPM
One issue that aroused great concern and was much debated was whether the APM should be presented as an exact number or rather, in the traditional sense, a factor that characterizes the fun and style of play. After listening to a lot of feedback from both sides, we decided to reintroduce the old APM and rename the new APM (which don't count spam clicks) to EAPM (Effective Actions Per Minute).
This allows professional players to show how quick they are with their hands, and players who would like to know how precise and efficient their actions are can simply look at the EAPM.

As always, we will continue to follow player feedback on our forums, fan pages, and other sources, and look forward to your constructive criticism of these changes. As with all balance changes, we made these decisions with the utmost care, weighing all the pros and cons, to provide a great gaming experience for players of all skill levels.
* David Kim is the game designer for StarCraft II and a huge fan of the Community Card Contest cards.
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