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StarCraft 2 Beta Patch 1 (version 0.3.0.14093) - Page 13

Forum Index > SC2 General
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PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
February 26 2010 03:34 GMT
#241
not sure i agree with giving HT feedback though , unless it's range is small it seems a little too powerful a spell to be giving out willy nilly to a unit P will have a number of
Once again back is the incredible!
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 26 2010 03:35 GMT
#242
On February 26 2010 12:34 PobTheCad wrote:
not sure i agree with giving HT feedback though , unless it's range is small it seems a little too powerful a spell to be giving out willy nilly to a unit P will have a number of


i think this is exactly why they gave it out, many P users were complaining about HT being not worth the tech and how robobay units were better in every respect.

I haven't seen an HT in a stream in a long time
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
BamBam
Profile Blog Joined November 2009
745 Posts
February 26 2010 03:41 GMT
#243
On February 26 2010 12:26 Zapdos_Smithh wrote:
Nice changes overall.

Just improve the micro mechanics, tweak a few more units, add the lurker back, remove the mule and other stupid macro mechanics that just make the game boring and don't add much depth, tweak again, get rid of auto-split because that will be annoying when trying to send peons to a certain mineral patch to avoid attacks, tweak some more, make sure those micro mechanics are good again, and we might have a good game on our hands here.


Good god lads, I think he's onto something here!!!
"two is way better than twice as one" - artosis
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
February 26 2010 03:46 GMT
#244
Anyone else having an absurd amount of crashes since the new patch?
Speak the word...
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
February 26 2010 03:50 GMT
#245
fake

nice try though had me for a second
"Time to put the mustard on the hotdog. -_-"
Mohdoo
Profile Joined August 2007
United States15743 Posts
February 26 2010 03:54 GMT
#246
Anyone know range of feedback and emp? Seems useful vs ghost but otherwise not really.
ToSs.Bag
Profile Joined December 2008
United States201 Posts
February 26 2010 03:57 GMT
#247
On February 26 2010 12:03 GrizzlyAdam wrote:
I was hoping they would do something about making Siege Tanks more viable. Maybe it would make SC2 too much like SC1, but I miss dem tanks. You can't use them effectively against Toss any more ;_;



I disagree, I use tanks against Protoss a fair bit actually. they aren't your staple unit, but it never hurts to roll with 6-10 in your army in most cases. Especially for me when my main strat is M/M's with Medivacs and Vikings if needed. Microing back and crawling forward to pick off collosus is mighty nasty! Thors are nice but jesus they are expensive, and I feel like they are just target fired down. These big beefy units in SC2 frustrate me....
WhiteKnight
Profile Joined December 2009
New Zealand134 Posts
February 26 2010 04:00 GMT
#248
On February 26 2010 10:02 Spartan wrote:
How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?


Why the fuck would you nerf the roach??? It's fine as is. Loving the tunneling ability. If anything the Reaper needs nerfing against building attacks. Don't actually understand what they did with the reaper? Decreased its attack but increased it's attack rate as wel canceling out that last part...
CagedMind
Profile Joined February 2010
United States506 Posts
February 26 2010 04:00 GMT
#249
Anyone else getting "Invalid version. Please try again later"
your micro has been depleted
ToeJam
Profile Joined April 2009
United States282 Posts
Last Edited: 2010-02-26 04:04:29
February 26 2010 04:02 GMT
#250
Feedback vs Mothership... if it ever came to that in PvP
Feedback vs HT
Feedback vs Ghost

There are also a lot of Terran units that use Energy. Feedback could be used to finish off the unit or just drain the energy, but they all have too much HP to be one shotted with any regularity.

Those are really the best uses I can see now. Unless of course infestors actually become used, but who knows :/
Unlisked
Profile Joined February 2010
India28 Posts
February 26 2010 04:07 GMT
#251
much needed nerf for toss,eh?
"BOOM BABY"-Marauder
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 26 2010 04:07 GMT
#252
On February 26 2010 13:00 WhiteKnight wrote:
Show nested quote +
On February 26 2010 10:02 Spartan wrote:
How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?


Why the fuck would you nerf the roach??? It's fine as is. Loving the tunneling ability. If anything the Reaper needs nerfing against building attacks. Don't actually understand what they did with the reaper? Decreased its attack but increased it's attack rate as wel canceling out that last part...



It was explained earlier. When you are microing your reapers and attacking once then moving, then attacking, they do less damage (30) but when they just sit there NOT moving or running away they do slightly higher damage than before. It basically allows units to chase them and take less damage due to it being reduced.
WhiteKnight
Profile Joined December 2009
New Zealand134 Posts
February 26 2010 04:09 GMT
#253
On February 26 2010 13:07 eXigent. wrote:
Show nested quote +
On February 26 2010 13:00 WhiteKnight wrote:
On February 26 2010 10:02 Spartan wrote:
How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?


Why the fuck would you nerf the roach??? It's fine as is. Loving the tunneling ability. If anything the Reaper needs nerfing against building attacks. Don't actually understand what they did with the reaper? Decreased its attack but increased it's attack rate as wel canceling out that last part...



It was explained earlier. When you are microing your reapers and attacking once then moving, then attacking, they do less damage (30) but when they just sit there NOT moving or running away they do slightly higher damage than before. It basically allows units to chase them and take less damage due to it being reduced.


Didn't understand that one bit.... You mean reapers attack changes on the move but does more when stationary?
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-02-26 04:13:09
February 26 2010 04:11 GMT
#254
On February 26 2010 12:23 StorrZerg wrote:
Show nested quote +
On February 26 2010 12:16 Nal_rAwr wrote:
this is crazy

sc2 about to release, all these big changes this late in the game

indecisiveness + procrastination = VERY bad rts


its blizzard lolz, game isnt close to perfect, thus changes need to be made

Not to mention, I'm not sure beta can ever be called "close to release", and virtually all games undergo noticeable change between beta and release.

Haven't almost all Blizzard betas taken 6 months+?

On February 26 2010 13:09 WhiteKnight wrote:
Didn't understand that one bit.... You mean reapers attack changes on the move but does more when stationary?

The idea is when you're hitting and running, how fast you make attacks isn't based on your attack speed, but on how often you can afford to turn around and fire (determined by your movement). Reapers standing and firing do more damage, but since their move speed is the same as before, their dps when doing hit and run attacks (which is certainly less than their stand and fire rate) is reduced.
Moderator
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
February 26 2010 04:12 GMT
#255
I don't understand why reapers DPS against buildings was increased... that's insane.

On another note the change to the Infestor should help a lot with being able to Neural Parasite key units again including mechanical units.
THIS NEEDS FACE!
CagedMind
Profile Joined February 2010
United States506 Posts
February 26 2010 04:12 GMT
#256
He means you can't attack move as well cause each individual attack is less.
your micro has been depleted
GW.Methos
Profile Blog Joined November 2009
United States249 Posts
February 26 2010 04:13 GMT
#257
Mothership got totally wrecked lol.
i.pwn.n00bs
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 26 2010 04:13 GMT
#258
On February 26 2010 13:09 WhiteKnight wrote:
Show nested quote +
On February 26 2010 13:07 eXigent. wrote:
On February 26 2010 13:00 WhiteKnight wrote:
On February 26 2010 10:02 Spartan wrote:
How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?


Why the fuck would you nerf the roach??? It's fine as is. Loving the tunneling ability. If anything the Reaper needs nerfing against building attacks. Don't actually understand what they did with the reaper? Decreased its attack but increased it's attack rate as wel canceling out that last part...



It was explained earlier. When you are microing your reapers and attacking once then moving, then attacking, they do less damage (30) but when they just sit there NOT moving or running away they do slightly higher damage than before. It basically allows units to chase them and take less damage due to it being reduced.


Didn't understand that one bit.... You mean reapers attack changes on the move but does more when stationary?


Reaper
The damage done from D-8 Charges has decreased from 40 to 30.
The delay between attacks for D-8 Charges has decreased from 2.5 to 1.8.

So when a reaper only shoots 1 shot, he does 10 less damage than before. So, when you are running away from zealots, you turn shoot once, then click away to continue running you are doing less damage to that zealot than before (10 less per reaper) The attack delay doesnt come into play while moving/shooting because you are only shooting 1 volley and then moving again.

However, the attack delay comes into play when you are doing more than 1 volley at a unit or building without moving away. So being stationary they do slightly more damage, but while moving their damage is reduced.
0neder
Profile Joined July 2009
United States3733 Posts
February 26 2010 04:17 GMT
#259
On February 26 2010 10:39 sob3k wrote:
DID NOBODY NOTICE THIS!?!?!?

Neural Parasite: Functionality changed - The Infestor now channels this spell, which lasts 10 seconds or until the Infestor is destroyed. You can now target all units with this ability.



I really like how this lasts longer, but isn't permanent (the infestor probably won't live that long, but it will make for some entertaining infestor-hunting games). I would definitely use this more now if I were a zerg.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
February 26 2010 04:18 GMT
#260
proxy 2gate in terran's main was pretty much unbeatable in my experiences, especially on maps like desert oasis where they could pylon outside of your main; if you immediately put all of your scvs on a single gate, you wouldn't kill it. He'd get 2 zlots out and your scvs couldn't possibly kill the zlots. So now terran has more time to scout the proxy, and more time to make a bunker in response.

I don't understand the reaper change, but whatever.

Vikings' changes I assume are to make them more competetive against mutas.

Sad that colos weren't made a little weaker, but whatever.

I like hts having feedback.

Mothership changes are ok, they're making it more of a support unit and/or a riskier investment of a lot of money and less of a YOU JUST COMPLETED EXODIAH THE FORBIDDEN ONE insta win thing. It's not effective as quickly, and can't just vanish from battle to the safety of its base (or a random pylon, w/e).


All-in-all seem like decent changes to me.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
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