On January 17 2014 06:26 [17]Purple wrote:
Is there anywhere we can find patchnotes?
Is there anywhere we can find patchnotes?
Here you can see the changes I've made over the last 2 days.
Forum Index > SC2 Maps & Custom Games |
Ahli
Germany355 Posts
January 16 2014 22:00 GMT
#10221
On January 17 2014 06:26 [17]Purple wrote: Is there anywhere we can find patchnotes? Here you can see the changes I've made over the last 2 days. | ||
CutTheEnemy
Canada373 Posts
January 16 2014 22:16 GMT
#10222
I noticed on Idra's stream that several times he killed an arbiter as it tried to warp in a toss army, but every time the army still warped in after the arbiter died, sometimes a second or two afterwards. | ||
Beef Noodles
United States937 Posts
January 16 2014 22:19 GMT
#10223
On January 17 2014 07:16 CutTheEnemy wrote: bug report: I noticed on Idra's stream that several times he killed an arbiter as it tried to warp in a toss army, but every time the army still warped in after the arbiter died, sometimes a second or two afterwards. Yeah, that has to be a bug | ||
Dubo
United States161 Posts
January 16 2014 22:44 GMT
#10224
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purakushi
United States3300 Posts
January 16 2014 22:59 GMT
#10225
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Dubo
United States161 Posts
January 16 2014 23:03 GMT
#10226
On January 17 2014 07:59 purakushi wrote: I spoke with decemberscalm about this, but it seems like the idle spread messes with SCV repair... i.e. the tank twitches forward a little, so SCVs have to take time to move a bit closer. Units on hold position won't spread. | ||
JohnnyZerg
Italy378 Posts
January 16 2014 23:05 GMT
#10227
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Polygamy
Austria1114 Posts
January 16 2014 23:14 GMT
#10228
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purakushi
United States3300 Posts
January 16 2014 23:57 GMT
#10229
On January 17 2014 08:03 Dubo wrote: Show nested quote + On January 17 2014 07:59 purakushi wrote: I spoke with decemberscalm about this, but it seems like the idle spread messes with SCV repair... i.e. the tank twitches forward a little, so SCVs have to take time to move a bit closer. Units on hold position won't spread. Yeah, I know, but it should still not affect SCV repair. | ||
404AlphaSquad
839 Posts
January 17 2014 00:00 GMT
#10230
On January 17 2014 08:57 purakushi wrote: Show nested quote + On January 17 2014 08:03 Dubo wrote: On January 17 2014 07:59 purakushi wrote: I spoke with decemberscalm about this, but it seems like the idle spread messes with SCV repair... i.e. the tank twitches forward a little, so SCVs have to take time to move a bit closer. Units on hold position won't spread. Yeah, I know, but it should still not affect SCV repair. I told dec that several times. But a more important issue is the design of the spider mine. If there would be at least an upgrade lategame to reduce the activation time or burrow time, becuase right now they feel really useless. None of them trigger in time, or is it just me thinking this? | ||
Beef Noodles
United States937 Posts
January 17 2014 00:15 GMT
#10231
On January 17 2014 09:00 404AlphaSquad wrote: Show nested quote + On January 17 2014 08:57 purakushi wrote: On January 17 2014 08:03 Dubo wrote: On January 17 2014 07:59 purakushi wrote: I spoke with decemberscalm about this, but it seems like the idle spread messes with SCV repair... i.e. the tank twitches forward a little, so SCVs have to take time to move a bit closer. Units on hold position won't spread. Yeah, I know, but it should still not affect SCV repair. I told dec that several times. But a more important issue is the design of the spider mine. If there would be at least an upgrade lategame to reduce the activation time or burrow time, becuase right now they feel really useless. None of them trigger in time, or is it just me thinking this? No, I agree. Unclear if it would mess up the balance, but i think if it does, some other aspect of terran should be nerfed. Mines are too cool to never have them go off | ||
The_Red_Viper
19533 Posts
January 17 2014 00:17 GMT
#10232
On January 17 2014 09:15 Beef Noodles wrote: Show nested quote + On January 17 2014 09:00 404AlphaSquad wrote: On January 17 2014 08:57 purakushi wrote: On January 17 2014 08:03 Dubo wrote: On January 17 2014 07:59 purakushi wrote: I spoke with decemberscalm about this, but it seems like the idle spread messes with SCV repair... i.e. the tank twitches forward a little, so SCVs have to take time to move a bit closer. Units on hold position won't spread. Yeah, I know, but it should still not affect SCV repair. I told dec that several times. But a more important issue is the design of the spider mine. If there would be at least an upgrade lategame to reduce the activation time or burrow time, becuase right now they feel really useless. None of them trigger in time, or is it just me thinking this? No, I agree. Unclear if it would mess up the balance, but i think if it does, some other aspect of terran should be nerfed. Mines are too cool to never have them go off I think mines are too bad and dragoons are kinda too good vs mech anyways right now(cause you can 1a them easy), i don't think buffing the mine would be a bad idea. | ||
Dubo
United States161 Posts
January 17 2014 01:23 GMT
#10233
Unclear if it would mess up the balance, but i think if it does, some other aspect of terran should be nerfed. That only makes sense if you assume TvP is already finely balanced. | ||
Uvantak
Uruguay1381 Posts
January 17 2014 02:03 GMT
#10234
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avilo
United States4100 Posts
January 17 2014 03:06 GMT
#10235
On January 16 2014 22:05 labbe wrote: Is it only me or does Vultures seem quite a bit stronger vs armored units and buildings than they are in Brood War? The Dragoon vs Vulture fights in Starbow seems to be alot more even than it was in BW. Also, +1 for removing smart casting. It would make casting good storms, stasis, emp etc. feel so much more rewarding. They only seem stronger comparatively because we're all used to playing and watching SC2 where there are hard counters. Hellion vs stalkers = hellions get obliterated with no chance to outmicro the opponent. Vulture vs dragoons...either player would be able to win that in brood war depending on the micro between laying mines, surrounding the goons, and the Protoss target firing. | ||
saddaromma
1129 Posts
January 17 2014 06:00 GMT
#10236
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Mullet_Ben
United States54 Posts
January 17 2014 06:07 GMT
#10237
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NapkinBox
United States314 Posts
January 17 2014 10:44 GMT
#10238
On January 17 2014 15:00 saddaromma wrote: please, don't make drastic changes. The game looks just fine and I'm loving it. I don't see why there shouldn't be any drastic changes, if needed. Dota had it's fair share of game changing updates until it was finally perfect. Of course, different kind of game, so how obvious we need changes I'm not so sure, but it's best to be open about it. Anything can happen in a beta. | ||
Foxxan
Sweden3427 Posts
January 17 2014 11:18 GMT
#10239
Why all of a sudden are many hotkeys unbound? Note, this was in the unit tester - doesnt seem to a be a problem in a game right now! edit: Map->fs The minerals are further away. And some maps needs 4workers to mine gas effeciently. | ||
NapkinBox
United States314 Posts
January 17 2014 12:33 GMT
#10240
On January 17 2014 20:18 Foxxan wrote: @Hotkey issues Why all of a sudden are many hotkeys unbound? Note, this was in the unit tester - doesnt seem to a be a problem in a game right now! edit: Map->fs The minerals are further away. And some maps needs 4workers to mine gas effeciently. Circuit Breaker, too. | ||
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