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StarCraft 2 Beta Patch 1 (version 0.3.0.14093) - Page 14

Forum Index > SC2 General
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CagedMind
Profile Joined February 2010
United States506 Posts
February 26 2010 04:20 GMT
#261
Is there a manual dl for patch anywhere?
your micro has been depleted
drivec
Profile Joined May 2009
United States354 Posts
February 26 2010 04:29 GMT
#262
anyone else not able to watch others replys since this patch?
starcraft is chess at warp speed
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
February 26 2010 05:08 GMT
#263
now since the gate take alot longer to build, we will see more rage about the 1 base roach rush
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Arco
Profile Joined September 2009
United States2090 Posts
February 26 2010 05:10 GMT
#264
In my opinion, PvP is going to be dumb with feedback on templar. Why not put it on Archon or something?
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 05:12 GMT
#265
Relevant thread for Protoss Mass Recall and Feedback spells (with videos): http://www.teamliquid.net/forum/viewmessage.php?topic_id=113800

Relevant thread for Infestor's new Infested Terrans and Neural Parasite (with videos): http://www.teamliquid.net/forum/viewmessage.php?topic_id=113790
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
GTR
Profile Blog Joined September 2004
51574 Posts
February 26 2010 05:16 GMT
#266
nerfed chrono boost t.t
Commentator
MuuMuuKnight
Profile Joined February 2010
Thailand107 Posts
February 26 2010 05:51 GMT
#267
On February 26 2010 13:13 eXigent. wrote:
Show nested quote +
On February 26 2010 13:09 WhiteKnight wrote:
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.



The D-8 Charges are for building, so all units are still getting hit for the same amount. This nerf was only for against hit and run to buildings.
WARNING:I'm allergic to cheese. Syndrome; Rage, QQ, and your race OP
Kyouya
Profile Joined January 2008
Mexico318 Posts
February 26 2010 06:04 GMT
#268
Well, i hate Protosses so, im OK with this
Strike First, Strike Hard, Show No Mercy.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 26 2010 06:45 GMT
#269
I mean its okay they nerfed the mothership, good thing they removed wormhole transit.. shit was ridiculous. But it can recall now?-_- Come on T_T and its still 400/400....

Give Terran and Zerg a mothership like thing-_-
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
February 26 2010 06:45 GMT
#270
Why don't they just replace the Mothership with the Arbiter?


don't you guys feel like the arbiter would fit much better? I mean, at least to me, the mothership seems like way more of a single player unit. It doesn't really make sense for a protoss mothership to be on the frontlines of battle. They should just put that on singleplayer, make it bigger and more badass, and bring the arbiter for multiplayer....

Or is it just me that feels this way?
Kill the Deathball
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 26 2010 06:47 GMT
#271
I'm at work so I cant test it, but can anyone check if the replays still work=?
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
G3nXsiS
Profile Joined July 2009
United States656 Posts
February 26 2010 07:00 GMT
#272
I still feel though that mutas and roaches are still very strong and need to be nerfed slightly. I would say remove the regeneration upgrade for roaches and decrease the hp of mutas to 110.

Terrans for the time being are the weakest race so theres nothing you can nerf with them although I like the changes to the viking, hopefully its gonna help more vs mutas now. Despite all of this, marines are still really really weak and it doesn't feel like they are the backbone of the terran army anymore which kinda sucks. Against mutas they are terrible and hopefully they will become stronger should mutas be nerfed. Other than that, I would recommend decreasing the energy cost for hunter seekers and decreasing its upgrade time.

I like the changes for toss very much, Considering how fast you can get the mothership removing temporal rift and wormhole transit is a good thing. I still don't really like the mass recall though. Unlike its previous 2 abilities which were new to the game, the mass recall is very unoriginal. Besides, the mothership requires support and it won't move out on its own therefore the ability is not very useful in mothership rushes.

The best thing to do with the mothership is to give it the ability to warp units or groups of units to the nearest nexus. I think that would be a more useful ability especially when you wanna save certain units.
Hope is the first step on the road to dissapointment
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
February 26 2010 07:08 GMT
#273
On February 26 2010 15:47 G.s)NarutO wrote:
I'm at work so I cant test it, but can anyone check if the replays still work=?


I cant get replays to work anymore (dont have key) =/
Canada Gaming ~~ The-Feared
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
February 26 2010 07:11 GMT
#274
On February 26 2010 12:14 CharlieMurphy wrote:
Does anyone know what these little icons mean on the ladder now?

there is :

(!)
v
^
--



The ! has been there for a while, when you mouse over it there is info about the user having just joined that division
@RealHeyoka | ESL / DreamHack StarCraft Lead
zee
Profile Joined January 2010
201 Posts
Last Edited: 2010-02-26 07:40:32
February 26 2010 07:19 GMT
#275
no nerf to roach TT or muta
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 26 2010 07:31 GMT
#276
I like the change to Neural Parasite At least the infestor will/could be a priority target now. By adding the channel part, I take it it can not cast this while burrowed? Can it channel it while burrowed?

Hydra with infestor back up viable against protoss now that Zerg got a way to counter colossus?
Bankai - Correlation does not imply causation
Hollow
Profile Blog Joined July 2005
Canada2180 Posts
February 26 2010 07:45 GMT
#277
Man, I don't even feel like playing anymore. Most of my games were based around the Mothership. It was the only thing that helped deal with how overpowered T and Z are. If they are going to nerf it THIS bad they should have allowed making multiple motherships. Now we are stuck with this awkward and slow unit that takes an eternity to build. We have to wait for 200/200 energy to have a very poweful attack (Mass recall + Vortex). It's going to be very hard to turtle with this unit until 200/200... at least with arbiters we could use one or many to recall and others to statis. We are now limited to only one big slow vulnerable arbiter. Not only that but our GATES take longer to build? Is this so we die to roach rush every time if we don't make multiple cannons at our cliff or something? ... =/

Disappointing patch to say the least..
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 07:46 GMT
#278
Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.
nard
Profile Joined July 2009
Germany124 Posts
Last Edited: 2010-02-26 07:48:59
February 26 2010 07:47 GMT
#279
On February 26 2010 10:00 JoshSuth wrote:
Nexus
Chrono Boost can no longer target allies.


i was so looking forward to abuse this at release :C

On February 26 2010 16:45 Hollow wrote:
Man, I don't even feel like playing anymore..


I can take over for you if you want
TheYango
Profile Joined September 2008
United States47024 Posts
February 26 2010 07:50 GMT
#280
On February 26 2010 16:08 Skyze wrote:
Show nested quote +
On February 26 2010 15:47 G.s)NarutO wrote:
I'm at work so I cant test it, but can anyone check if the replays still work=?


I cant get replays to work anymore (dont have key) =/

The replays were made using an old version of the exe, so they don't work in the new one. SC2 appears to save the exe's from older versions though, for replay compatibility. I think the right one should be in Versions/base13891/sc2.exe
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