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HOTS Patch notes [9/14/2012] - Page 10

Forum Index > StarCraft 2 HotS
1404 CommentsPost a Reply
Prev 1 8 9 10 11 12 71 Next
MChrome
Profile Joined May 2011
Netherlands201 Posts
September 14 2012 18:31 GMT
#181
Warhound SUCKED. I do hope the Thor gets a slight upgrade though because of this - Seems like there's a lot of stuff that outright counters it.

Reaper vision will very probably mean them seeing a hell of a lot more usage, which i can only agree with.

Oracle feels like it's getting buffed... Entomb feel pretty much gamebreaking.
If you do things right, people won't be sure you've done anything at all.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
September 14 2012 18:31 GMT
#182
On September 15 2012 03:30 framtidenskrig wrote:
Like, why not just nerf the warhound? Like, i want to be able to mech versus protoss since mech is so damn cool....


Once again, mech is cool, the warhound is not mech. Mech is not 1aing your way around the map.
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2012-09-14 18:32:04
September 14 2012 18:31 GMT
#183
"Tempest attack range changed to 15, Tempest damage changed from 30 to 30 +20 massive" - David Kim.
DiMano
Profile Joined July 2011
Korea (South)2066 Posts
September 14 2012 18:31 GMT
#184
Blizzard give us Goliaths plz plz plz My fav Terran unit from BW.
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
September 14 2012 18:31 GMT
#185
On September 15 2012 03:31 Terran5 wrote:
Thats the worst patch in history of Blizzard. HotS now gives NOTHING to terran! TvT will still be a Stalemate-Fest and TvP Lategame is unwinnable.


TvT Stalemate fest? I take it you don't actually watch pro level TvT...
Prplppleatr
Profile Joined May 2011
United States1518 Posts
September 14 2012 18:32 GMT
#186
lol wow
🥇 Prediction Contest - Mess with the best, die like the rest.
Account252508
Profile Joined February 2012
3454 Posts
September 14 2012 18:32 GMT
#187
--- Nuked ---
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 14 2012 18:32 GMT
#188
On September 15 2012 03:30 s3rp wrote:
Show nested quote +
On September 15 2012 03:27 stichtom wrote:
http://us.battle.net/sc2/en/forum/topic/6572357553#1

This too.
There are some pretty good other changes too:
+ Show Spoiler +
Bug Fixes

General
The following options now default to off:
Simple Command Card
Show Current Order Waypoint
Select Larva Clusters
Team Colored Life Status Bars.
The following option now defaults to on:
Allow Selecting Uncontrollable Units.
An error is no longer generated when attempting to burrow previously un-burrowed units with other units that are already burrowed.
The Select Army button now defaults to the F2 hotkey.
Queens and mothership cores are no longer selected when the Select Army button is used.
Tempest and Oracle now have proper selection sounds.
Fixed an issue where executing certain queued orders would be delayed if an ability was on cooldown.
Fixed an issue where certain units were missing flail animations.
Fixed some missing text in the zerg tab on non-grid hotkey profiles.


Races

Terran
Simple Command Card has been removed from the Planetary Fortress.
The Build SCV command card button on the Command Center has been moved back to the top left slot.
Raven’s Seeker Missile once again costs 125 energy.
Fixed an issue where the unit icons for grouped hellions would sometimes change.
Dead marines will no longer display Stimpack’s expiration effect animation where they fell.
Units destroyed by the widow mine no longer display two death animations when the Reduced Violence option is toggled on.
Units launched into the air by the siege tank’s sieged attacks now display properly under Low settings.
A bug was fixed that caused battlecruiser anti-ground damage to be more than 8.

Protoss
Unpowered Warp Gates will no longer show as Gateways under the fog of war.
Protoss structures are no longer invisible through the fog of war if vision was lost just as construction was completing.
Mothership and mothership core now play appropriate ready sounds.
Revealed debuff tooltip for Revelation has been clarified.
]Mineral Shield no longer uses a placeholder icon.

Zerg
Missile Attack upgrade has been corrected to increase locust damage in increments of 1 instead of 2.
Banelings will no longer play an incorrect death animation if they are killed while suspended in the air.
Ultralisks no longer emerge from Burrow Charge slightly ahead of their target destination.
Burrow Charge now deals the correct amount of damage when the ultralisk has received melee attack upgrades.
Burrow Charge ability icon now matches the new upgrade icon on the Ultralisk Den.
It is now possible to set custom hotkeys for the swarm host and viper.
Viper’s Consume ability no longer uses the Corruption icon.
Viper no longer uses a high quality death model on Low graphics settings.
Hydralisk speed on creep is now consistent before and after researching the Muscular Augments upgrade.
Fixed an issue where drones would not be automatically re-selected after canceling construction of a building.


Why ? Especially the BC thing , they remove the speed upgrade and said the want to increase the damage , turns out it was just a bug after all ? ...


WTF
MMA: The true King of Wings
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
September 14 2012 18:32 GMT
#189
My head just exploded. Blizzard is FINALLY LISTENING TO US.
"let your freak flag fly"
Asha
Profile Blog Joined November 2010
United Kingdom38257 Posts
September 14 2012 18:32 GMT
#190
On September 15 2012 03:30 Duncaaaaaan wrote:
Mech player's hopes to mech in TvP has been dashed against the rocks.


Why, because they nerfed a unit that makes mech play like bio anyway?

Now people can actually test proper mech styles and hopefully blizzard can then tweak accordingly to find a nice level of balance there.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
September 14 2012 18:32 GMT
#191
--- Nuked ---
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-09-14 18:33:36
September 14 2012 18:32 GMT
#192
Best... patch... ever...

You hear that? That's the sound of the tides turning in e-Sports's favor :D
MrMedic
Profile Joined November 2010
Canada452 Posts
September 14 2012 18:32 GMT
#193
Wow, I really didn't think that the carrier would come back so fast, I thought it might not come back but, not at this pace and I am also really surprised they took the war hound right out of the game with out even trying to balance them out.Also, what I don't understand is why they made it so the immortal can take more hits from them even though they are from the game?

Though, this shows that blizzard is actually heading down the right path in way of balancing compared to some past things that seemed like they were not so well thought through.
Sithril
Profile Joined April 2011
Slovakia169 Posts
September 14 2012 18:32 GMT
#194

Warhound

This unit has been removed from the game.
+

Yyyyyeeeeeeeessss! *cheering with arms in the air*

I also applaud Blizzard, becouse they've kept their word of "we will even remove a unit if we see fit" and having the courage to do so.
obsid
Profile Joined November 2008
United States389 Posts
September 14 2012 18:32 GMT
#195

Immortal
•Immortal Hardened Shield will now reduce the warhound’s Haywire Missile damage.
...
Warhound
•This unit has been removed from the game.

what is up with that? Why change hardened shields if warhound is removed?
HotShizz
Profile Blog Joined May 2011
France710 Posts
September 14 2012 18:33 GMT
#196
lol. Immortal hardened shields fixed to work against warhound... warhound also removed.

lulz.

I am definitely happy to see the carrier back though. It feels like a much cooler than the tempest.
CikaZombi
Profile Joined August 2011
Serbia630 Posts
Last Edited: 2012-09-14 18:36:57
September 14 2012 18:33 GMT
#197
I cried when i saw that Carrier is back. I've gotta see the last Sc vanilla cinematic for 'toss now again like 10 times in a row xDDD

Don't know what is happening at Blizzard but i freaking love it!

EDIT: Hmm how much is the Tempest +massive bonus? Either I'm stupid from excitement or didn't see the number? Maybe it's 30 + 30 to massive and it's just poorly written?
You can no more evade my wrath, than you could your own shadow.
iAmiAnC
Profile Blog Joined July 2011
United Kingdom317 Posts
September 14 2012 18:33 GMT
#198
Now on to making every other Factory unit viable vs Protoss and not allowing everything that comes out a Starport to get smashed by Feedback
http://www.twitch.tv/iamianc <- High master EU terran stream /w commentary!
enCore-
Profile Joined July 2010
98 Posts
Last Edited: 2012-09-14 18:34:45
September 14 2012 18:34 GMT
#199
Definitely a change for the worse. Terran has basically no new strategies now and I doubt they will come up with a cool new unit this close to release, it took them nearly 2 years to think of and implement the warhound.
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
September 14 2012 18:34 GMT
#200
Carriers might be the answer to late game BL/Infestor but can we please do something about the build time?
120 secs is way too long (maybe change it to 100 at first and see how it goes).

Also, interceptors being free isn't an absurd change as far as I'm concerned.

Broodlords spawn lings along with damage and Swarm Hosts spawn roach equivalents.

I'd like to see them try something along those lines.
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