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On February 26 2010 10:20 ShaperofDreams wrote:Show nested quote +On February 26 2010 10:09 Day[9] wrote: what is a "building pathing radius" ? I think its how the unit acts around buildings when it moves, i think by making the radius smaller they made the colossus not get stuck easily on buildings by mis-rally. edit: I'm just curious about the gateway build time, what is the justification for that? did a bunch of ppl get 2 gate rushed or something? 2 gate zealots was the only way to play PvP. Hopefully this nerf will make it easier to tech as Protoss. I always felt nooby getting 2 gates every PvP.
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Mothership should have kept the teleport.
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On February 26 2010 10:28 FrozenArbiter wrote:I really don't think the phoenix is useless... From today's ESL games, weren't they used effectively in one of the games between Hasuobs and kaaz? Also, I know they have been somewhat popular lately in PvP (Naz showed me an amazing replay with them being used  ).
Phoenix are also quite good vs banshees/vikings
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On February 26 2010 10:02 Spartan wrote: How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?
they buffed the reaper... it now does over 0.6 more DPS
40/2.5 = 16 dps
30/1.8 = 16.66666 dps
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On February 26 2010 10:08 Klockan3 wrote:Show nested quote +On February 26 2010 10:00 JoshSuth wrote: Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time. Thus this can't be the whole patchnotes, is there even an infestation ability in the current build? yeah i was wondering too, but not that i know of ^^
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On February 26 2010 10:35 HazMat wrote:Show nested quote +On February 26 2010 10:20 ShaperofDreams wrote:On February 26 2010 10:09 Day[9] wrote: what is a "building pathing radius" ? I think its how the unit acts around buildings when it moves, i think by making the radius smaller they made the colossus not get stuck easily on buildings by mis-rally. edit: I'm just curious about the gateway build time, what is the justification for that? did a bunch of ppl get 2 gate rushed or something? 2 gate zealots was the only way to play PvP. Hopefully this nerf will make it easier to tech as Protoss. I always felt nooby getting 2 gates every PvP.
2 gate isnt the only way to play pvp. a lot of people can do 1 gate core tech and wall off easily or get some cannons instead while teching. i think the increased gateway build time is because a lot of people have been doing 9/10 supply double proxy gate in 2v2s which has been really hard to stop.
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On February 26 2010 10:35 zomgzergrush 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?!?!?!?!? they buffed the reaper... it now does .6 more DPS
you have to factor in the 1 armor buildings have. they used to do 15.6 dps, and now do 16.1
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On February 26 2010 10:35 HazMat wrote:Show nested quote +On February 26 2010 10:20 ShaperofDreams wrote:On February 26 2010 10:09 Day[9] wrote: what is a "building pathing radius" ? I think its how the unit acts around buildings when it moves, i think by making the radius smaller they made the colossus not get stuck easily on buildings by mis-rally. edit: I'm just curious about the gateway build time, what is the justification for that? did a bunch of ppl get 2 gate rushed or something? 2 gate zealots was the only way to play PvP. Hopefully this nerf will make it easier to tech as Protoss. I always felt nooby getting 2 gates every PvP.
If i wanted to end a game quickly i 3gated!
Seriously though, i've had alot of long PvP games.
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I wonder if the improvements to the viking will make it more viable besides against BCs
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On February 26 2010 10:35 zomgzergrush 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?!?!?!?!? they buffed the reaper... it now does over 0.6 more DPS 40/2.5 = 16 dps 30/1.8 = 16.66666 dps
But it means it's less effective on the move so hit-and-run attacks should be more ineffective, assuming you have a couple of units to harass the reapers attacking you.
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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.
This is a BIG fuckin deal! ALL units now can be MCed PERMANENTLY INCLUDING
Colossus Archon Immortal Siege Tank Thor MOTHER SHIP?!! WORKERS!!!!
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This is almost as stupid as the balance patches blizzard puts out for World of Warcraft.
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I would really take a step back and calm down, this is more than likely only a portion of the changes that went in today. The notes only list the changes between an internal build we never saw and the new build. For instance the notes list fungal infection as nerfed
(* Fungal Growth: The damage done by this ability has decreased from 48 to 36.)
However the fungal infect did 20 damage in the version we were playing until this morning. All changes between the beta version we were playing and this internal version we never saw are not documented.
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Artosis
United States2140 Posts
which lasts 10 seconds = permanently?
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hey gaiz look the arbiter is back!
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On February 26 2010 10:27 FrozenArbiter wrote:Show nested quote +On February 26 2010 10:19 Ideas wrote:On February 26 2010 10:17 Klockan3 wrote:On February 26 2010 10:16 Twilight Templar wrote:On February 26 2010 10:11 Dr.Frost wrote:On February 26 2010 10:01 Day[9] wrote: source? : ] I second that... these notes seem bogus. There aren't even any infested terran in the game and fungal growth stats are wrong... it does 20 damage so how could it get reduced from 48 to 36... Actually infested terran have been in the game for quite some time. Although some members of the community don't like how they've been implemented (marines pop out of the eggs with armor). Currently they are spawned from the infester. Infester got no infested terran spell in the current beta version. infested terran spawn was the lamest fucking spell they added into the game too. I was so happy when it was removed T_T Yeah it basically blows, I hope it's a typo or something. And why the hell did they nerf that fungal thing, considering NOBODY used it? I tired using it once but infester are too slow and the range is too short and the aoe is too small i could barely touch the terran ball.
Also the dmg is so tiny the slow is all i want.
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On February 26 2010 10:41 Artosis wrote: which lasts 10 seconds = permanently?
or until the infestor is destroyed
I'm guessing the "10 second" thing is incase your infestor dies the moment it parasites something, so you can at least mind control something for a short time.
EDIT-
Actually, think you guys are right. Ignore me.
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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.
This is a BIG fuckin deal! ALL units now can be MCed PERMANENTLY INCLUDING
Colossus Archon Immortal Siege Tank Thor MOTHER SHIP?!! WORKERS!!!!
Did not realize 10 seconds was permanently. Overall Hope they release more keys today
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