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StarCraft 2 Beta Patch 1 (version 0.3.0.14093)

Forum Index > SC2 General
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AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
Last Edited: 2010-02-26 02:01:37
February 26 2010 01:00 GMT
#1
MOD Edit:Dunno how legit this is, but just in case -FA
On February 26 2010 11:00 JoshSuth wrote:
Note: These changes were posted by a player named Sbo.sbo on the Battle.net forums, not a blue.

Show nested quote +
Protoss
* Feedback costs 50 energy, no cooldown and has a range of 9.
* Mass Recall costs 100 energy, and has a radius of 6.5.
* All units cannot move, attack, or cast for a period of 2 seconds before and after Mass Recall.


Terran
* Thor splash damage increased from 3 to 5.

Zerg
* Infested Terrans can spawn up to 3 units away. (note: likely a data change that is single player only)
* Neural Parasite has graphics for a tentacle.
* Fungal Growth damage changed from 1.25 to 2.25.
* Air-based cocoons gained armor.



Note: leeched from the data files. I make no claims to absolute accuracy or completeness.

For use in addition to the official patch notes: http://www.starcraft2.com/launcher/patch-notes.htm


http://forums.battle.net/thread.html?topicId=23425633827&sid=5000



StarCraft II Beta - Patch 1 (version 0.3.0.14093)
English | Español | Deutsch | Français | Italiano | Русский | Polski | 한국어 | 繁體中文

--------------------------------------------------------------------------------

StarCraft II Beta - Patch 1 (version 0.3.0.14093)

BALANCE CHANGES

TERRAN
Viking
The armor value for this unit in Fighter Mode has decreased from 1 to 0.
The damage done by this unit in Fighter Mode has changed from 6 (+8 armored) to 10 (+4 armored).
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.
Orbital Command
The build time for this upgrade has decreased from 50 to 35.
PROTOSS
Observer
Gravitic Boosters: The cost of this research has decreased from 150 minerals and 150 vespene gas to 100 minerals and 100 vespene gas.
High Templar
Phase Shift: This ability has been removed from the game.
New ability: Feedback - Drains all energy from the target unit and causes damage equal to the amount of energy drained.
Colossus
The building pathing radius for this unit has decreased from .75 to .5625.
Mothership
Vortex: The energy cost of this ability has increased from 75 to 100.
Vortex: The target radius of this ability has decreased from 3.0 to 2.5.
Temporal Rift: This ability has been removed from the game.
Wormhole Transit: This ability has been removed from the game.
New ability: Mass Recall - Teleports all of the player's units in the target area to the Mothership.
Nexus
Chrono Boost can no longer target allies.
Gateway
The build time of this building has increased from 50 to 65.
ZERG
Infestor
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.
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.
Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time.

BUG FIXES

Addressed an issue causing people to receive an “Internal Battle.net Error” message with their game client.
Muting your microphone will no longer cause your microphone to be turned off in the operating system once the program has exited.
Please note that the voice chat functionality has only partially been implemented. There are many known issues with voice chat that we expect to address in a future patch.
The “Medium” graphical settings were reconfigured to work better on appropriate machines. The video settings “auto-detect” functionality has been reset as a result.
Added a frame rate limiter to the game menus to prevent some graphics cards from running at higher frame rates than necessary.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
genwar
Profile Blog Joined March 2008
Canada537 Posts
February 26 2010 01:01 GMT
#2
I've never seen a unit get so destroyed like the mothership with a single patch lol.
Jazriel
Profile Joined April 2008
Canada404 Posts
February 26 2010 01:01 GMT
#3
Link to forums please.
#1 LoL player
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
February 26 2010 01:01 GMT
#4
source? : ]
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:02 GMT
#5
Gateway build time increase seems interesting, haha... how many seconds is 15 in "Faster"?
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
Vequeth
Profile Blog Joined April 2009
United Kingdom1116 Posts
February 26 2010 01:02 GMT
#6
Dont have the source, but can say these are real Day ^^
Aspiring British Caster / Masters Protoss
Highways
Profile Joined July 2005
Australia6105 Posts
February 26 2010 01:02 GMT
#7
Interesting the Roach didn't change.

Protoss got nerfed hard lol.
#1 Terran hater
Icx
Profile Blog Joined November 2009
Belgium853 Posts
February 26 2010 01:02 GMT
#8
he just took it from the other thread, there aren't official patch-notes yet, so for all we know this might be incorrect, and this is just a useless thread
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
February 26 2010 01:02 GMT
#9
On February 26 2010 10:02 JoshSuth wrote:
Gateway build time increase seems interesting, haha... how many seconds is 15 in "Faster"?


about 10 I believe
"We have unfinished business, I and he."
Spartan
Profile Blog Joined July 2005
United States2030 Posts
Last Edited: 2010-02-26 01:03:48
February 26 2010 01:02 GMT
#10
How the fuck does the Reaper tweaked, and the Roach not even one bit?!?!?!?!?
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
Last Edited: 2010-02-26 01:08:29
February 26 2010 01:03 GMT
#11
On February 26 2010 10:01 Day[9] wrote:
source? : ]


http://www.starcraft2.com/launcher/patch-notes.htm
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
genwar
Profile Blog Joined March 2008
Canada537 Posts
February 26 2010 01:03 GMT
#12
On February 26 2010 10:01 Day[9] wrote:
source? : ]


http://www.starcraft2.com/launcher/patch-notes.htm
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-02-26 01:04:13
February 26 2010 01:03 GMT
#13
On February 26 2010 10:02 Spartan wrote:
How the fuck does the Reaper get nerfed a lot, and the Roach not even one bit?!?!?!?!?


Reaper is almost not nerfed. In fact their DPS vs. buildings is now something like 3% higher

Haha, nice edit
G4MR
Profile Blog Joined February 2010
United States371 Posts
Last Edited: 2010-02-26 01:05:08
February 26 2010 01:03 GMT
#14
Source? I can't find it on EU/US forums.

EU Forums http://forums.battle.net/index.html?sid=5010

NVM
www.G4MR.net personal blog!
Leoj
Profile Joined January 2010
United States396 Posts
February 26 2010 01:04 GMT
#15
Goodnight, sweet mothership.
Xinliben
Profile Joined May 2009
United States931 Posts
February 26 2010 01:05 GMT
#16
Oh man, it is like...blizzard actually listens to the community. A lot of these changes are perfect.
I thought reapers were fine, but whatever.

Poor mothership, the loss of the wormhole ability is critical.

source??
"life of lively to live to life of full life thx to shield battery"
MuuMuuKnight
Profile Joined February 2010
Thailand107 Posts
February 26 2010 01:05 GMT
#17
http://www.starcraft2.com/launcher/patch-notes.htm#enUS

Should be official post anytime now....
WARNING:I'm allergic to cheese. Syndrome; Rage, QQ, and your race OP
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
February 26 2010 01:07 GMT
#18
Why don't they just replace the Mothership with the Arbiter?
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 26 2010 01:07 GMT
#19
reaper building dmg not nerfed is pretty crazy imho.

and they cant touch roaches cause z is so dimensional right now that if they nerf em they nerf whole zerg in evry matchup
life of lively to live to life of full life thx to shield battery
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
February 26 2010 01:07 GMT
#20
On February 26 2010 10:01 genwar wrote:
I've never seen a unit get so destroyed like the mothership with a single patch lol.

I dunno about destroyed, if those patch notes are true then it has recall now :p
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:07 GMT
#21
I think it's interesting that Temporal Rift was removed. I thought it seemed like a much more forgivable spell than Vortex.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
Gallows
Profile Joined February 2010
United Kingdom4 Posts
February 26 2010 01:08 GMT
#22
Hey guys, I've never made an account always lurk though, basically, I don't have a key but I extracted some files to run as a guest, In this mode it allows the game to go back to an older version which allows you to watch replays, currently watching that 2v2 vs David Kim.
quod me nutruit me destruit
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 01:08 GMT
#23
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?
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
February 26 2010 01:09 GMT
#24
what is a "building pathing radius" ?
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
cyberspace
Profile Blog Joined June 2009
Canada955 Posts
February 26 2010 01:10 GMT
#25
How close the unit gets to buildings?
¯\_(ツ)_/¯
ToeJam
Profile Joined April 2009
United States282 Posts
February 26 2010 01:10 GMT
#26
The increase to the gateway seems significant. 50->65 :o
Shinshady
Profile Blog Joined January 2009
Canada1237 Posts
Last Edited: 2010-02-26 01:11:41
February 26 2010 01:11 GMT
#27
I wonder how they can really justify mass recall.... or will it not recall probes too ((P)Much's new BM x3? xD)?
BeSt[WHITE] Have a great retirement | "SKT is best KT." - Vortok | http://img214.imageshack.us/img214/7190/ep24hitcombo2small.gif
theqat
Profile Blog Joined March 2008
United States2856 Posts
February 26 2010 01:11 GMT
#28
It's to make sure they can't get stuck in certain pylon/bay/facility (etc.) configs
cornwell
Profile Joined February 2010
Germany19 Posts
February 26 2010 01:11 GMT
#29
so he wont stuck when built
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
February 26 2010 01:11 GMT
#30
I believe it means they will be less likely to get stuck behind buildings
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
February 26 2010 01:11 GMT
#31
Faster OBC <3
Officially the founder of Team Property (:
AdAmNoOb
Profile Joined November 2003
Canada33 Posts
February 26 2010 01:11 GMT
#32
server down for you all ?
Dr.Frost
Profile Joined April 2009
United States389 Posts
February 26 2010 01:11 GMT
#33
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...
They are here to right our fall, they have heard someones troubled call???
cornwell
Profile Joined February 2010
Germany19 Posts
February 26 2010 01:12 GMT
#34
On February 26 2010 10:11 Shinshady wrote:
I wonder how they can really justify mass recall.... or will it not recall probes too ((P)Much's new BM x3? xD)?


that would be fun
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:12 GMT
#35
On February 26 2010 10:09 Day[9] wrote:
what is a "building pathing radius" ?


I want to say this affects colossus moving between buildings set up on cliffs. Since buildings have 100% edges now, it does seem kind of weird, but maybe the colossus was too fat to squeeze through odd building placements. Siege tanks are also too fat to get through my choke sometimes, gotta remember to space the bunker out from the walls. =P
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
AdAmNoOb
Profile Joined November 2003
Canada33 Posts
February 26 2010 01:12 GMT
#36
the server beta is down ?
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
February 26 2010 01:13 GMT
#37
On February 26 2010 10:12 JoshSuth wrote:
Show nested quote +
On February 26 2010 10:09 Day[9] wrote:
what is a "building pathing radius" ?


I want to say this affects colossus moving between buildings set up on cliffs. Since buildings have 100% edges now, it does seem kind of weird, but maybe the colossus was too fat to squeeze through odd building placements. Siege tanks are also too fat to get through my choke sometimes, gotta remember to space the bunker out from the walls. =P


yah the colossus can't travel through most building spots without going around. I think there needs to be about a 2-block matrix for the colossus to go through buildings.
"We have unfinished business, I and he."
Ruthless
Profile Joined August 2008
United States492 Posts
February 26 2010 01:14 GMT
#38
reapers got boosted lol
Pillz
Profile Joined February 2010
United States8 Posts
February 26 2010 01:15 GMT
#39
I don't know how accurate the notes are considering how bad blizz is with documenting changes in wow, but these are the same notes listed in my launcher while it downloaded the patch.
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-02-26 01:16:16
February 26 2010 01:15 GMT
#40
edit: found the source on battle.net. It's legit.
Half man, half bear, half pig.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 01:15 GMT
#41
On February 26 2010 10:11 Dr.Frost wrote:
Show nested quote +
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...

No, if it were faked patchnotes they wouldn't had put such obvious mistakes in.

To me it looks like this is just a semi patchnote, aka patch-notes that are just the most recent notes of their inhouse build. So they probably already changed roaches to T2 etc before these notes, and the reason they haven't posted any official notes is because they haven't made the full list complete yet.
ig0tfish
Profile Joined July 2009
United States345 Posts
February 26 2010 01:15 GMT
#42
Mothership was pretty much turned into an Arbiter.

Vortex=stasis
Mass recall=recall
Twilight Templar
Profile Joined April 2009
99 Posts
February 26 2010 01:16 GMT
#43
On February 26 2010 10:11 Dr.Frost wrote:
Show nested quote +
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.
dum dadi do dum dum dee do dee da
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
February 26 2010 01:16 GMT
#44
On February 26 2010 10:15 ig0tfish wrote:
Mothership was pretty much turned into an Arbiter.

Vortex=stasis
Mass recall=recall

just need to remove the unique statue
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
February 26 2010 01:16 GMT
#45
since the patch I can't watch replays without logging in anymore, anyone getting this issue?
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 01:17 GMT
#46
On February 26 2010 10:16 Twilight Templar wrote:
Show nested quote +
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.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
February 26 2010 01:17 GMT
#47
On February 26 2010 10:14 _rdm_ wrote:
reapers got boosted lol


There dps went up BARELY, but they can't shoot on the move nearly as well now. It is definitely a nerf.
#1 Kwanro Fan
Ideas
Profile Blog Joined April 2008
United States8143 Posts
February 26 2010 01:19 GMT
#48
On February 26 2010 10:17 Klockan3 wrote:
Show nested quote +
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
Free Palestine
cornwell
Profile Joined February 2010
Germany19 Posts
February 26 2010 01:19 GMT
#49
On February 26 2010 10:17 Bosu wrote:
Show nested quote +
On February 26 2010 10:14 _rdm_ wrote:
reapers got boosted lol


There dps went up BARELY, but they can't shoot on the move nearly as well now. It is definitely a nerf.


who reaper rushed david kim?!
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
Last Edited: 2010-02-26 01:23:06
February 26 2010 01:20 GMT
#50
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?
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
Lyzon
Profile Blog Joined October 2009
United Kingdom440 Posts
February 26 2010 01:20 GMT
#51
I didnt exactly follow every units information so can someone please explain what these moves did:

Temporal Rift
Wormhole Transit
notrangerjoe
Profile Joined May 2009
110 Posts
February 26 2010 01:21 GMT
#52
On February 26 2010 10:07 Carnac wrote:
Show nested quote +
On February 26 2010 10:01 genwar wrote:
I've never seen a unit get so destroyed like the mothership with a single patch lol.

I dunno about destroyed, if those patch notes are true then it has recall now :p

Can you really imagine slowly flying your Mothership into the opponent's base? Sure it still has tonnes of health, but if it gets caught it can't run away. It's nowhere near as expendable as an Arbiter. And just keeping it in your base to bring units back is such a waste of the unit. Or if you keep it with your army as you normally would, then there's no need for recall at all.
yimpydimpy
Profile Joined February 2010
United States7 Posts
February 26 2010 01:22 GMT
#53
Now its the beta players jobs to find all the changes in the build that AREN'T in these patch notes. There is almost always hidden changes, some that can make a huge difference.
daedalusmaestro
Profile Joined February 2010
United States8 Posts
February 26 2010 01:22 GMT
#54
How could they ignore the Phoenix? It's practically useless. There should be no useless units in SC2. Also, it would balance PVZ well.
A is A
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-02-26 01:22:42
February 26 2010 01:22 GMT
#55
On February 26 2010 10:20 Lyzon wrote:
I didnt exactly follow every units information so can someone please explain what these moves did:

Temporal Rift
Wormhole Transit

Temporal rift makes a unit stunned and invulnerable.
Wormhole transit teleports the mothership to one of your buildings.
On February 26 2010 10:22 daedalusmaestro wrote:
How could they ignore the Phoenix? It's practically useless. There should be no useless units in SC2. Also, it would balance PVZ well.

These aren't the complete patchnotes...
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:22 GMT
#56
Temporal Rift slowed down ranged attacks and movement speed of anything caught in it. It looked like a bubble. It had a medium energy cost.

Wormhole Transit allowed the Mothership to teleport to any building controlled by that player for a small energy cost.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
hoborg
Profile Blog Joined December 2009
United States430 Posts
February 26 2010 01:22 GMT
#57
On February 26 2010 10:11 Dr.Frost wrote:
Show nested quote +
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...


Maybe it's a typo and the damage increased to from 20 to 36? People have been complaining that FG doesn't do enough damage, doesn't seem like it would make sense to lower it.
blbl | CJ and ACE fighting!
Xinliben
Profile Joined May 2009
United States931 Posts
February 26 2010 01:23 GMT
#58
On February 26 2010 10:22 daedalusmaestro wrote:
How could they ignore the Phoenix? It's practically useless. There should be no useless units in SC2. Also, it would balance PVZ well.

I've seen some PvZ streams where mass phoenix has raped the zerg.
"life of lively to live to life of full life thx to shield battery"
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-02-26 01:25:40
February 26 2010 01:24 GMT
#59
On February 26 2010 10:22 hoborg wrote:
Show nested quote +
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...


Maybe it's a typo and the damage increased to from 20 to 36? People have been complaining that FG doesn't do enough damage, doesn't seem like it would make sense to lower it.

These aren't the complete patchnotes... They are the patchnotes from a version you never saw, that version must have had the fungal growth buffed to 48 which obviously was imba so nerfed a bit now again.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:24 GMT
#60
On February 26 2010 10:22 Klockan3 wrote:
Show nested quote +
On February 26 2010 10:20 Lyzon wrote:
I didnt exactly follow every units information so can someone please explain what these moves did:

Temporal Rift
Wormhole Transit

Temporal rift makes a unit stunned and invulnerable.
Wormhole transit teleports the mothership to one of your buildings.
Show nested quote +
On February 26 2010 10:22 daedalusmaestro wrote:
How could they ignore the Phoenix? It's practically useless. There should be no useless units in SC2. Also, it would balance PVZ well.

These aren't the complete patchnotes...



Temporal Rift is a Slowing Field, not a stun. It decresases movement and attack speed in an area.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 01:25 GMT
#61
On February 26 2010 10:01 genwar wrote:
I've never seen a unit get so destroyed like the mothership with a single patch lol.

Yes, the ability to mass recall units is a massive nerf. Truly, protoss players, I feel for you.

Oh god the pain this is going to cause to my poor terran soul - recalls are so stressful :D
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Xirt
Profile Joined April 2009
Scotland52 Posts
February 26 2010 01:25 GMT
#62
On February 26 2010 10:20 ShaperofDreams wrote:

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?


Its only happened to me a couple of times but double proxy gates were fairly brutal. The extra 10 or so seconds should let a 13 pool finish in time to at least have a chance. From what i hear they were even worse PvP.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
Last Edited: 2010-02-26 01:26:28
February 26 2010 01:25 GMT
#63
Yay for mothership changes :D
Though, mass recall sounds very daunting >_>
Tdelamay
Profile Joined October 2009
Canada548 Posts
February 26 2010 01:26 GMT
#64
On February 26 2010 10:20 Lyzon wrote:
I didnt exactly follow every units information so can someone please explain what these moves did:

Temporal Rift
Wormhole Transit


Temporal rift slowed units inside the radius by 30%, while wormhole transit teleported the mothership to any friendly building.
This road isn't leading anywhere...
Dspike
Profile Joined February 2010
United States18 Posts
February 26 2010 01:26 GMT
#65
On February 26 2010 10:08 Gallows wrote:
Hey guys, I've never made an account always lurk though, basically, I don't have a key but I extracted some files to run as a guest, In this mode it allows the game to go back to an older version which allows you to watch replays, currently watching that 2v2 vs David Kim.


How can I futz with the sc2 folder so that it runs an older version? You have to use the blizzard launcher to start up sc2.exe, so I was wondering where it specifies what version it's using. Registry key? Thanks!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 01:27 GMT
#66
On February 26 2010 10:19 Ideas wrote:
Show nested quote +
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?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:27 GMT
#67
So will the mothership be used defensively now? Or will people sneak it in behind a resource line like a medivac and just recall everything on their enemy's heads?
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
Bosu
Profile Blog Joined June 2008
United States3247 Posts
February 26 2010 01:27 GMT
#68
On February 26 2010 10:22 daedalusmaestro wrote:
How could they ignore the Phoenix? It's practically useless. There should be no useless units in SC2. Also, it would balance PVZ well.


Browder said that he expects and wouldn't be unhappy if there were a worthless unit in every race. That being said I have seen a few replays of very good players doing some amazing things with phoenix. Might flukes though.
#1 Kwanro Fan
BG1
Profile Blog Joined January 2005
Canada1550 Posts
February 26 2010 01:27 GMT
#69
Yea phoenix kinda owns.
There was once a dream that was Esports. You could only whisper it. Anything more than a whisper and it would vanish... Now is the time to make that dream a reality!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 01:28 GMT
#70
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 ).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Skygrinder
Profile Joined August 2009
Greece241 Posts
Last Edited: 2010-02-26 01:29:42
February 26 2010 01:28 GMT
#71
Mixed emotions bout the mothership, other than that, the changes seem ok.
EU: Psychodrama.295 ~ Diamond Random
onmach
Profile Blog Joined March 2009
United States1241 Posts
February 26 2010 01:29 GMT
#72
They didn't nerf it. If it really is 36 damage now, that's nearly double what it used to do. That's potentially harassable, but it still takes two casts to kill probes, and they don't stack. So it won't be easy.

As for infested terran, oh my god, I hope that is not the egg hatching terran. Infest terran building, which was in an earlier build, was not as objectionable. I wonder if the koreans are playing the new patch right now?
Savio
Profile Joined April 2008
United States1850 Posts
February 26 2010 01:30 GMT
#73
I approve of these changes. Awesome.

Worm hole transit is a big loss for the MS though. That was used all the time against me in my games. I like to counter attack when he attacks me with his army and he would just jump home, stick me in a vortex and then bring his troops back just in time to kill me when i got out of vortex.

It was also used when the MS got into deep trouble and was about to be killed.

Big loss for the Toss.

But Mass recall is gonna be scary. Way faster then a nydus worm.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:30 GMT
#74
I'd call these notes out on being fake tbh... Too many errors in it... It seems legit somehow, but the mistakes just seem so weird, let's wait for an official source!
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 26 2010 01:31 GMT
#75
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?


actually they where used in like 3-4 games . most beeing pvp
life of lively to live to life of full life thx to shield battery
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
February 26 2010 01:32 GMT
#76
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 ).

You should make ur nick VortexedMothership now :3
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Pillz
Profile Joined February 2010
United States8 Posts
February 26 2010 01:32 GMT
#77
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?


The listed values are higher than the in games ones we last saw, more than likely there was an internal build between this one and the one that we were playing on battle net.
Apexplayer
Profile Joined September 2009
United States406 Posts
February 26 2010 01:32 GMT
#78
These are some serious changes, with more sure to come. They should just release it, let us guinea pigs 'playest' it for a year, then come out with an expansion so we all forget about the horrible first release.... Didn't they do that before?
Bob123
Profile Joined October 2006
Korea (North)259 Posts
February 26 2010 01:35 GMT
#79
Reaper building damage got buffed? Sounds wierd (but I dont have a beta myself...).
nbMifu
Profile Joined January 2010
Brazil170 Posts
February 26 2010 01:35 GMT
#80
Without a movement speed upgrade and wormhole transit the Mothership has low mobility. Gotta be very sneaky to make the recalls work.
Be kind, for everyone you meet is fighting a hard battle - Plato
HazMat
Profile Blog Joined October 2009
United States17077 Posts
February 26 2010 01:35 GMT
#81
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.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
ramen247
Profile Blog Joined June 2008
United States1256 Posts
February 26 2010 01:35 GMT
#82
Mothership should have kept the teleport.
i hate this ugly firebat. i want a marine.
MarbleArch
Profile Joined February 2010
Germany12 Posts
February 26 2010 01:35 GMT
#83
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
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-02-26 01:36:59
February 26 2010 01:35 GMT
#84
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
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
diehilde
Profile Joined September 2008
Germany1596 Posts
February 26 2010 01:36 GMT
#85
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 ^^
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Broodie
Profile Blog Joined May 2008
Canada832 Posts
February 26 2010 01:36 GMT
#86
[image loading]
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
lFrost
Profile Blog Joined July 2009
United States295 Posts
February 26 2010 01:37 GMT
#87
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.
milly9
Profile Joined May 2007
Canada325 Posts
February 26 2010 01:37 GMT
#88
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
then i stick my treasures in a treehole
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:37 GMT
#89
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.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
February 26 2010 01:37 GMT
#90
I wonder if the improvements to the viking will make it more viable besides against BCs
Berkeley '10
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
February 26 2010 01:38 GMT
#91
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.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 26 2010 01:39 GMT
#92
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!!!!

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.
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
February 26 2010 01:40 GMT
#93
This is almost as stupid as the balance patches blizzard puts out for World of Warcraft.
...
Pillz
Profile Joined February 2010
United States8 Posts
February 26 2010 01:40 GMT
#94
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.
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
February 26 2010 01:41 GMT
#95
which lasts 10 seconds = permanently?
Commentatorhttp://twitter.com/Artosis
DarK.DooM
Profile Joined February 2010
United States9 Posts
Last Edited: 2010-02-26 01:43:00
February 26 2010 01:42 GMT
#96
--- Nuked ---
leejas
Profile Blog Joined August 2007
United States440 Posts
February 26 2010 01:42 GMT
#97
hey gaiz look the arbiter is back!
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 01:43 GMT
#98
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.
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2010-02-26 01:46:26
February 26 2010 01:43 GMT
#99
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.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2010-02-26 01:44:04
February 26 2010 01:43 GMT
#100
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
When I think of something else, something will go here
HarryDG
Profile Joined February 2010
Canada38 Posts
Last Edited: 2010-02-26 01:47:22
February 26 2010 01:44 GMT
#101
I think the reaper change is perfect, it makes the unit more of a hit-and-run unit, as its supposed to be.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 26 2010 01:44 GMT
#102
so are these legit? Can a TL MOD confirm this?
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Keniji
Profile Blog Joined April 2008
Netherlands2569 Posts
February 26 2010 01:44 GMT
#103
On February 26 2010 10:43 Jimmeh wrote:
Show nested quote +
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.


no, it means it last 10 seconds. When your infestor dies before the 10 seconds are over, it stops.
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:44 GMT
#104
Haha I love how 900 people have points out the fungal growth damage thing. I guess nobody reads any more!
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
February 26 2010 01:44 GMT
#105
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.

ALL units now can be MCed PERMANENTLY

well... no they cant.... for 10 seconds or until the infestor is destroyed -_-;;
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
diehilde
Profile Joined September 2008
Germany1596 Posts
February 26 2010 01:45 GMT
#106
On February 26 2010 10:41 Artosis wrote:
which lasts 10 seconds = permanently?

sometimes those 10 seconds can be almost as good as permanently in a huge battle
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Ideas
Profile Blog Joined April 2008
United States8143 Posts
February 26 2010 01:45 GMT
#107
On February 26 2010 10:43 Jimmeh wrote:
Show nested quote +
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.


no its the other way around. 10 seconds tops, but shorter if the infestor dies
Free Palestine
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 26 2010 01:45 GMT
#108
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.


hmm, this could either mean that the duration is ten seconds, no matter what, and less if the infestor is destroyed. OR it could mean that (i was assuming this one since its usually how "channeling" works, the MC is permanent until infestor's channeling is terminated (death), with a minimum MC time of 10sec
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.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 01:45 GMT
#109
oh yeah i cant wait to turn colossuses, seige tanks, immortals, against their own kind
ModeratorBlame yourself or God
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-02-26 01:46:08
February 26 2010 01:45 GMT
#110
On February 26 2010 10:41 Artosis wrote:
which lasts 10 seconds = permanently?

I guess it depends on how you read it? "Which lasts 10 seconds OR until the Infestor is destroyed". My first reading was 10 seconds or if you kill the infestor it ends sooner, but I'm not entirely sure.

EDIT: Woah, thread moves fast. Already pointed out by half a dozen people before I was able to reply to this.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
ExileStrife
Profile Joined February 2009
United States170 Posts
February 26 2010 01:45 GMT
#111
On February 26 2010 10:43 Jimmeh wrote:
Show nested quote +
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.

More likely, it means that you get to control a unit for 10 seconds or until the infestor dies, whichever comes first (i.e. kill the infestor to get your units back)
Murlox
Profile Blog Joined March 2008
France1699 Posts
February 26 2010 01:45 GMT
#112
On February 26 2010 10:09 Day[9] wrote:
what is a "building pathing radius" ?


French and spanish version are more explicits.

It's the amount of space between buildings, needed for a colossus to take that path. Before, a colossus could only walk between two buildings if they were at least spaced by 0.75 units, now reduced to 0.56.

Instant diet for colossus in bases.
Resistance ain't futile
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 26 2010 01:45 GMT
#113
On February 26 2010 10:45 sob3k wrote:
Show nested quote +
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.


hmm, this could either mean that the duration is ten seconds, no matter what, and less if the infestor is destroyed. OR it could mean that (i was assuming this one since its usually how "channeling" works, the MC is permanent until infestor's channeling is terminated (death), with a minimum MC time of 10sec


EDIT:

somebody go Neural parasite a Mothership for us!!!
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.
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 01:45 GMT
#114
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!!!!


lol perma mind controlled for 10 secs... and we don't even know if this is a cast range channeling thing too.
z]Benny
Profile Joined April 2006
Romania253 Posts
February 26 2010 01:46 GMT
#115
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
February 26 2010 01:46 GMT
#116
On February 26 2010 10:43 Jimmeh wrote:
Show nested quote +
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.

I think Artosis was being sarcastic. The ability lasts 10 seconds, or less depending if the infestor dies earlier.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 01:46 GMT
#117
Also it is channeling so just kill the damn caster and be done with it
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 01:46 GMT
#118
On February 26 2010 10:45 sob3k wrote:
Show nested quote +
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.


hmm, this could either mean that the duration is ten seconds, no matter what, and less if the infestor is destroyed. OR it could mean that (i was assuming this one since its usually how "channeling" works, the MC is permanent until infestor's channeling is terminated (death), with a minimum MC time of 10sec


nonono channeling means it has to be channeled for 10 seconds. after 10 seconds it returns to previous ownership
ModeratorBlame yourself or God
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 01:46 GMT
#119
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2

I agree, but maybe there was some severe imbalance issue in 2v2 they werent sure how to solve without fucking up 1v1?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:47 GMT
#120
None of these are legit until Blizzard posts them on their forums.

Just wait for it.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
nbMifu
Profile Joined January 2010
Brazil170 Posts
February 26 2010 01:47 GMT
#121
On February 26 2010 10:43 Jimmeh wrote:
Show nested quote +
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.


IMO it means it lasts max 10 seconds. But if your infestor dies before it, the spell ends.
Be kind, for everyone you meet is fighting a hard battle - Plato
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-02-26 01:49:07
February 26 2010 01:47 GMT
#122
for those questioning the source..
http://www.starcraft2.com/launcher/patch-notes.htm

the whole 'or until the infestor dies' just explains what channeling means ..they use it in wow a lot. it just means that if you kill the infestor while it's mind controlling it, the mind control will end immediately.
ModeratorBlame yourself or God
Pillz
Profile Joined February 2010
United States8 Posts
Last Edited: 2010-02-26 01:49:24
February 26 2010 01:48 GMT
#123
Well NP is still gonna be limited by the number of infesters and the energy cost of the spell. Even if its still cheap and spam able NP doesn't have that great of range, probably around 7-8 range? Gonna have to get awfully close to the front lines to reach collosi and siege tanks in the rear. And even if the zerg gets the cast off the infester should with micro die quickly to any range generalists in the area; ie hydra, stalkers, M&M
junemermaid
Profile Joined September 2006
United States981 Posts
February 26 2010 01:48 GMT
#124
pz mothership.

reapers still need a building nerf. looks like the dps went ^
the UMP says YER OUT
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
Last Edited: 2010-02-26 01:57:28
February 26 2010 01:48 GMT
#125
Potential additional info posted by a user on the Battle.net beta forums.

Protoss
* Feedback costs 50 energy, no cooldown and has a range of 9.
* Mass Recall costs 100 energy, and has a radius of 6.5.
* All units cannot move, attack, or cast for a period of 2 seconds before and after Mass Recall.


Terran
* Thor splash damage increased from 3 to 5.

Zerg
* Infested Terrans can spawn up to 3 units away.
* Neural Parasite has graphics for a tentacle.
* Fungal Growth damage changed from 1.25 to 2.25.
* Air-based cocoons gained armor.



Note: leeched from the data files. I make no claims to absolute accuracy or completeness.

Edit: http://forums.battle.net/thread.html?topicId=23425633827&sid=5000
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 01:48 GMT
#126
On February 26 2010 10:46 FrozenArbiter wrote:
Show nested quote +
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2

I agree, but maybe there was some severe imbalance issue in 2v2 they werent sure how to solve without fucking up 1v1?

Wrap nuke was fun while it lasted
Railz
Profile Joined July 2008
United States1449 Posts
February 26 2010 01:48 GMT
#127
I enjoyed the Chrono boost in 2v2, but since the other races Macro abilities were useless to the partner (trade minerals with my MULE yo) they probably figured it for the best.

As for the infester change wording, I read that as they can MC any type of unit, not a huge AoE MC.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 26 2010 01:49 GMT
#128
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Chen
Profile Joined June 2009
United States6344 Posts
February 26 2010 01:49 GMT
#129
On February 26 2010 10:02 Highways wrote:
Interesting the Roach didn't change.

Protoss got nerfed hard lol.


Apart from mothership, i dont think theres alot of bad
Feedback>>>Phase shift Imo
Trade teleport for recall, not a huge loss
I dont think changing the collision size or whatever from the colossus will hurt much
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 26 2010 01:49 GMT
#130
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.

joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
HazMat
Profile Blog Joined October 2009
United States17077 Posts
February 26 2010 01:50 GMT
#131
On February 26 2010 10:47 MaD.pYrO wrote:
None of these are legit until Blizzard posts them on their forums.

Just wait for it.

Or until they place it in their beta, oh wait.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 01:50 GMT
#132
On February 26 2010 10:49 wishbones wrote:
Show nested quote +
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website
ModeratorBlame yourself or God
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
February 26 2010 01:51 GMT
#133
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2

Just guessing, but its because Zerg and Terrans macro boosters cannot be used on allies? They cant give their Protoss parter a mule or give him 4 more larvae (well idk about if your both zerg but i doubt it? Sooner or later every good 2v2 team would involve at least 1 protoss. Just my assumptions tho.
squ1d
Profile Joined June 2007
United States178 Posts
February 26 2010 01:51 GMT
#134
On February 26 2010 10:49 wishbones wrote:
Show nested quote +
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


Right... So how come when I updated my SC2 I got those notes? Blizzard is faking it?
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 01:51 GMT
#135
I dont want to see infested terran summoned =(
Skaff
Profile Joined February 2010
United States240 Posts
February 26 2010 01:51 GMT
#136
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2


Who knows... I wanted to test it in this early stage with my friend though at one point (both of us not in beta). Do a terran infantry build and get the add on to produce 2x the units. Wondered how beautiful that would have looked!
Eben
Profile Blog Joined September 2008
United States769 Posts
February 26 2010 01:51 GMT
#137
On February 26 2010 10:49 wishbones wrote:
Show nested quote +
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.




And who are you talking to that is a source?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 26 2010 01:52 GMT
#138
can you spawn larva on an allies Hatchery in 2v2?
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.
Railz
Profile Joined July 2008
United States1449 Posts
Last Edited: 2010-02-26 01:53:06
February 26 2010 01:52 GMT
#139
I think the MULE coming 15 seconds sooner is a godsend to that..early Marine push I guess. Or probably a second refinery sooner.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
HazMat
Profile Blog Joined October 2009
United States17077 Posts
February 26 2010 01:53 GMT
#140
On February 26 2010 10:37 MaD.pYrO wrote:
Show nested quote +
On February 26 2010 10:35 HazMat wrote:
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.

Yeah, after both players 2 gate and trade off zealots the game can turn into late game.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:53 GMT
#141
These notes are not trustworthy! I study Computer Science and am brainy (i wish!) so you should listen to me!
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
HazMat
Profile Blog Joined October 2009
United States17077 Posts
Last Edited: 2010-02-26 01:54:31
February 26 2010 01:54 GMT
#142
On February 26 2010 10:51 squ1d wrote:
Show nested quote +
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


Right... So how come when I updated my SC2 I got those notes? Blizzard is faking it?

BLIZZARD GOT HAXED AND SOME HAX0R FAKED A BETA PATCH!
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 01:54 GMT
#143
On February 26 2010 10:53 HazMat wrote:
Show nested quote +
On February 26 2010 10:37 MaD.pYrO wrote:
On February 26 2010 10:35 HazMat wrote:
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.

Yeah, after both players 2 gate and trade off zealots the game can turn into late game.



I've 1gated and blocked off with sentry plenty of times, you can block your ramp and add 2 cannons as well if you so like. The possibilities are endless with a little flexibility.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Chen
Profile Joined June 2009
United States6344 Posts
February 26 2010 01:54 GMT
#144
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2

well in larger games like 3v3 all tosses could channel one player, so you could get something ridiculous like one guy with collosi while the opponents just popping out their first stalkers.
50% increase in tech/build time for EVERYTHING is pretty imba if you can chain it.

or, mega-fast DT rush that can hit before opponent can get detection
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 01:55 GMT
#145
On February 26 2010 10:50 Zelniq wrote:
Show nested quote +
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website

I don't see anything, should I be logged in or something? I just see "you are one of the first to test blablablaa".
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 01:56 GMT
#146
On February 26 2010 10:55 FrozenArbiter wrote:
Show nested quote +
On February 26 2010 10:50 Zelniq wrote:
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website

I don't see anything, should I be logged in or something? I just see "you are one of the first to test blablablaa".


I still see it all there. Also there in Spanish and French.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
LordofAscension
Profile Blog Joined September 2006
United States589 Posts
February 26 2010 01:56 GMT
#147
Bad patch IMO - more in-depth soon lol

~LoA
~WelCoMe tO My rEaLm SC:L - sclegacy.com
Zexion
Profile Blog Joined December 2009
Sweden971 Posts
February 26 2010 01:57 GMT
#148
On February 26 2010 10:05 Xinliben wrote:
Oh man, it is like...blizzard actually listens to the community. A lot of these changes are perfect.
I thought reapers were fine, but whatever.

Poor mothership, the loss of the wormhole ability is critical.

source??


Blizzard would be pretty fucked if they didn't listen to the community, no?
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 01:58 GMT
#149
On February 26 2010 10:56 JoshSuth wrote:
Show nested quote +
On February 26 2010 10:55 FrozenArbiter wrote:
On February 26 2010 10:50 Zelniq wrote:
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website

I don't see anything, should I be logged in or something? I just see "you are one of the first to test blablablaa".


I still see it all there. Also there in Spanish and French.

I guess that only Americans see it.
Drium
Profile Blog Joined December 2008
United States888 Posts
February 26 2010 01:59 GMT
#150
The Arbiter was always one of my favorite units. Great to see it back.
KwanROLLLLLLLED
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
February 26 2010 01:59 GMT
#151
On February 26 2010 10:55 FrozenArbiter wrote:
Show nested quote +
On February 26 2010 10:50 Zelniq wrote:
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website

I don't see anything, should I be logged in or something? I just see "you are one of the first to test blablablaa".


f5. I was seeing the same thing lol
"We have unfinished business, I and he."
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 02:02 GMT
#152
guys please realize something

this patch really cannot be expected to include tester feedback that much.
it took a few days for testers to learn the game and find out if X was really balanced or not. the beta was released a week ago, after feedback they'd have to still make a decision, try it out, and send it in for Q&A testing approval..just be patient
ModeratorBlame yourself or God
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:03 GMT
#153
changes are really minor except for ht and mothership; i wonder how such a huge and slow unit could sneak into a base for a recall...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 02:05 GMT
#154
On February 26 2010 11:03 Teejing wrote:
changes are really minor except for ht and mothership; i wonder how such a huge and slow unit could sneak into a base for a recall...

It's not like you have turret rings in sc, and it's not like an 800 hp (shields, hp) unit cares about turrets

I think sensor towers are gonna be useful, tho. Also, it will be nice for protoss when defending vs things like nydus in their main I would imagine.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
cornwell
Profile Joined February 2010
Germany19 Posts
February 26 2010 02:05 GMT
#155
On February 26 2010 11:03 Teejing wrote:
changes are really minor except for ht and mothership; i wonder how such a huge and slow unit could sneak into a base for a recall...


u just build ms untill u get a sneaky one
G4MR
Profile Blog Joined February 2010
United States371 Posts
February 26 2010 02:06 GMT
#156
On February 26 2010 10:55 FrozenArbiter wrote:
Show nested quote +
On February 26 2010 10:50 Zelniq wrote:
On February 26 2010 10:49 wishbones wrote:
On February 26 2010 10:49 wishbones wrote:
Im currently talking to someone who said the patch notes arent released yet. So.. this is fake.


http://www.starcraft2.com/launcher/patch-notes.htm
could still mean its not the real patch notes but ..it's on blizz's website

I don't see anything, should I be logged in or something? I just see "you are one of the first to test blablablaa".



http://i47.tinypic.com/29cax5t.png

I'm logged in but unno.
www.G4MR.net personal blog!
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
Last Edited: 2010-02-26 02:07:13
February 26 2010 02:06 GMT
#157
LOL The Infestor got nerfed? I thought nobody used it as it was
FUCKING GAY LAGS
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:07 GMT
#158
yea right, but you also do not want to lose a 400/400 for just one recall, or it has to be one hell of a recall!

Just sad that i never got to use the teleporting mothership : /
Mohdoo
Profile Joined August 2007
United States15725 Posts
February 26 2010 02:08 GMT
#159
Gateways going from 50 seconds to 65. Gotta be kidding me. More than 25% increase...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-02-26 02:09:28
February 26 2010 02:08 GMT
#160
On February 26 2010 11:07 Teejing wrote:
yea right, but you also do not want to lose a 400/400 for just one recall, or it has to be one hell of a recall!

Just sad that i never got to use the teleporting mothership : /

Ah this is true, I'd have liked to have used it once as well >.<
On February 26 2010 11:06 Ronald_McD wrote:
LOL The Infestor got nerfed? I thought nobody used it as it was

It looks like it got nerfed from an INTERNAL build, but boosted from the first beta build. Because the Infestor's current version of Fungal Growth only does 20 damage.... Also, the new MC is better.

On February 26 2010 11:08 Mohdoo wrote:
Gateways going from 50 seconds to 65. Gotta be kidding me. More than 25% increase...

No PvZ help at all is :<
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
killstereo
Profile Joined February 2010
Canada30 Posts
February 26 2010 02:09 GMT
#161
I'm sad they removed Wormhole transit, it would have made proxy pylons that much more useful.

Perhaps they could give it back a weaker version of the same thing if it turns out it needs it, Wormholes to Nexus only or something. As it stands, when Recalling you're pretty much committing your Mothership and Units entirely, its basically all or nothing.
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:09 GMT
#162
On February 26 2010 11:08 Mohdoo wrote:
Gateways going from 50 seconds to 65. Gotta be kidding me. More than 25% increase...


+30% to be precise
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 02:09 GMT
#163
On February 26 2010 11:06 Ronald_McD wrote:
LOL The Infestor got nerfed? I thought nobody used it as it was

why would i when by the time i got infestors I HAVE ULTRALISK to spend my gas on which don't need to be babied and crap.
z]Benny
Profile Joined April 2006
Romania253 Posts
February 26 2010 02:09 GMT
#164
On February 26 2010 10:51 mnofstl007 wrote:
Show nested quote +
On February 26 2010 10:46 z]Benny wrote:
The weirdest thing is the "Nexus - Chrono Boost can no longer target allies.". Why the hell not? I thought it was pretty awesome that they added such cool support for 2v2, now they take it out? How does that help anybody? It added extra awesomeness to 2v2

Just guessing, but its because Zerg and Terrans macro boosters cannot be used on allies? They cant give their Protoss parter a mule or give him 4 more larvae (well idk about if your both zerg but i doubt it? Sooner or later every good 2v2 team would involve at least 1 protoss. Just my assumptions tho.


Yeah, come to think of it that must be it. It was still awesome though. Sigh
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:10 GMT
#165
On February 26 2010 11:09 killstereo wrote:
I'm sad they removed Wormhole transit, it would have made proxy pylons that much more useful.

Perhaps they could give it back a weaker version of the same thing if it turns out it needs it, Wormholes to Nexus only or something. As it stands, when Recalling you're pretty much committing your Mothership and Units entirely, its basically all or nothing.


Yea i agree, instead of removing teleport they could have just upped the mana costs
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 02:10 GMT
#166
On February 26 2010 11:09 Virtue wrote:
Show nested quote +
On February 26 2010 11:06 Ronald_McD wrote:
LOL The Infestor got nerfed? I thought nobody used it as it was

why would i when by the time i got infestors I HAVE ULTRALISK to spend my gas on which don't need to be babied and crap.



Infestors are tier 2
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Dacendoran
Profile Blog Joined June 2009
United States825 Posts
February 26 2010 02:10 GMT
#167
Owwwy @ the gateway nerf, what's the Build time on a Rax/factory/Pool in relation?
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:11 GMT
#168
On February 26 2010 11:09 Virtue wrote:
Show nested quote +
On February 26 2010 11:06 Ronald_McD wrote:
LOL The Infestor got nerfed? I thought nobody used it as it was

why would i when by the time i got infestors I HAVE ULTRALISK to spend my gas on which don't need to be babied and crap.


1st infestors damage got buffed from 20 to 36 and 2nd defilers are t2 now not t3 as ultras are.
SoleSteeler
Profile Joined April 2003
Canada5449 Posts
February 26 2010 02:11 GMT
#169
As a random player, I found the teleport ability on the Mothership to be pretty imbalanced... If they upped the mana cost significantly (say 125) then maybe, but it was pretty trivial to keep it alive indefinitely otherwise.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-02-26 02:13:11
February 26 2010 02:12 GMT
#170
so since these patch notes are notes changed only from the internal build..where's the internal build notes oO
ModeratorBlame yourself or God
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 26 2010 02:13 GMT
#171
can other people log in after dling the patch?
i get an error message saying invalid login and then an error saying battlenet is down just after putting in the email
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 02:14 GMT
#172
On February 26 2010 11:13 IdrA wrote:
can other people log in after dling the patch?
i get an error message saying invalid login and then an error saying battlenet is down just after putting in the email


i cant login either, it says i need a beta key :/
Moletrap
Profile Blog Joined July 2007
United States1297 Posts
February 26 2010 02:15 GMT
#173
I'm not sure this is real. This is just some guy's post on the bnet forums, and he cites another non-blizzard document as his source.

Here's the official blizzard patch notes thread:
http://forums.battle.net/thread.html?topicId=23094049316&sid=5000

BLANK.

Well, if it is real, I'm disappointed.... "let's take out the new SC2 abilities and add in old SC1 abilities"... great.

wth was phase shift anyway? I don't know if I ever saw it..
aka Moletrap
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-02-26 02:18:58
February 26 2010 02:15 GMT
#174
I'd love to see a PvP with the high templar doing nothing but feedbacking each other. Also I don't call mass recall a nerf. I call it opportunity.

I think Ultralisks should get an hp decrease just so that other Zerg units will remain viable late game. Make it more interesting.
REEBUH!!!
Pervect
Profile Joined June 2007
1280 Posts
February 26 2010 02:15 GMT
#175
On February 26 2010 11:13 IdrA wrote:
can other people log in after dling the patch?
i get an error message saying invalid login and then an error saying battlenet is down just after putting in the email


No, it seems like no one can login right now (to the US servers at least).
lgn!
Profile Joined February 2010
Italy224 Posts
Last Edited: 2010-02-26 02:15:52
February 26 2010 02:15 GMT
#176
On February 26 2010 11:13 IdrA wrote:
can other people log in after dling the patch?
i get an error message saying invalid login and then an error saying battlenet is down just after putting in the email


same message here (EU)

화이팅
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 02:16 GMT
#177
On February 26 2010 11:15 f10esqftw wrote:
I'm not sure this is real. This is just some guy's post on the bnet forums, and he cites another non-blizzard document as his source.

Here's the official blizzard patch notes thread:
http://forums.battle.net/thread.html?topicId=23094049316&sid=5000

BLANK.

Well, if it is real, I'm disappointed.... "let's take out the new SC2 abilities and add in old SC1 abilities"... great.

wth was phase shift anyway? I don't know if I ever saw it..



'Twas pretty much the same as banish from wc3, except shorter
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
killstereo
Profile Joined February 2010
Canada30 Posts
February 26 2010 02:16 GMT
#178
On February 26 2010 11:15 LunarC wrote:
I'd love to see a PvP with the high templar doing nothing but feedbacking each other. Also I don't call mass recall a nerf. I call it opportunity.


I don't think its really that its any worse in play, it just sucks that an entirely new unit is now simply a giantic old unit.
Bull-Demon
Profile Joined January 2003
United States582 Posts
February 26 2010 02:18 GMT
#179
On February 26 2010 11:16 killstereo wrote:
Show nested quote +
On February 26 2010 11:15 LunarC wrote:
I'd love to see a PvP with the high templar doing nothing but feedbacking each other. Also I don't call mass recall a nerf. I call it opportunity.


I don't think its really that its any worse in play, it just sucks that an entirely new unit is now simply a giantic old unit.


I don't think most people on this site would be too upset if it was removed entirely. Sentiment a lot of people seem to share is it doesn't really belong.
~_~
killstereo
Profile Joined February 2010
Canada30 Posts
February 26 2010 02:19 GMT
#180
Yeah, I'd rather have Arbiters too, but I wish they had tried to find a new role for the mothership instead of just a replacement for an old one.

Bring Arb's back, make the Mothership something else to worry about!
deazz
Profile Joined February 2005
33 Posts
February 26 2010 02:24 GMT
#181
oh yeah reacall
ToSs.Bag
Profile Joined December 2008
United States201 Posts
February 26 2010 02:25 GMT
#182
ITS BACK UP! READY AND ONLINE, GOGOGOGOGO
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
February 26 2010 02:26 GMT
#183
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.
Turn off the radio
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
Last Edited: 2010-02-26 02:26:52
February 26 2010 02:26 GMT
#184
BATTLE.NET'S BACK UP! 88 players in 22 games. Rofl.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 26 2010 02:26 GMT
#185
On February 26 2010 11:25 ToSs.Bag wrote:
ITS BACK UP! READY AND ONLINE, GOGOGOGOGO


Negative. Mine is still saying invalid login and unable to connect to b.net server.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 26 2010 02:26 GMT
#186
I don't share that sentiment. What makes this unit not belong? The fact that only one can exist at a time? Would removing this limit make it more "Starcraft-y"? It has a pretty low hitpoint count for its cost and it's damage is nothing extremely phenomenal. Now that it has lost its Wormhole Transit ability and its Vortex has recieved a nerf, gunning it down is much easier than before.
REEBUH!!!
Vedic
Profile Joined March 2008
United States582 Posts
February 26 2010 02:27 GMT
#187
On February 26 2010 11:26 Zealotdriver wrote:
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.


It's a BETA.
I tried to commit seppuku, but I accidentally committed bukkake.
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 02:27 GMT
#188
Lmao. I'm back into Battle.net now. There's a button that says "Patch Notes" but it takes you to that thread on the Battle.net beta forums with nothing in it. =P
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
aers *
Profile Joined January 2009
United States1210 Posts
February 26 2010 02:28 GMT
#189
On February 26 2010 11:26 Zealotdriver wrote:
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.


They tend to do this a lot during beta; its part of the development phase.

Those unofficial changes posted in this thread a few pages ago look correct, too (based on the data files, as stated).
Icx
Profile Blog Joined November 2009
Belgium853 Posts
February 26 2010 02:28 GMT
#190
On February 26 2010 11:26 Zealotdriver wrote:
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.


That's how beta is....

Units will be different at the end of beta, it will go trough many changes, developing strats now and expecting for them to still be usable at the actual launch, or not needing change again,
that's just ignorant thinking
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
February 26 2010 02:29 GMT
#191
On February 26 2010 11:27 Vedic wrote:
Show nested quote +
On February 26 2010 11:26 Zealotdriver wrote:
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.


It's a BETA.


O rly? Prove it.
Turn off the radio
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 26 2010 02:29 GMT
#192
On February 26 2010 11:26 Zealotdriver wrote:
I'm sad to see Blizzard undermine the Protoss like this. All the strategy development that's been done by Day 9 and others is all for nothing with these radical balancing changes.


Dude its the beta. When the retail game is released it wont even be the same game that were playing now. It's going to undergo dozens and dozens of changes. You think strategy development in the last 7 days will carry over to retail way down the line? lol.
diehilde
Profile Joined September 2008
Germany1596 Posts
February 26 2010 02:30 GMT
#193
uh EU server still not working :[
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
AdAmNoOb
Profile Joined November 2003
Canada33 Posts
February 26 2010 02:31 GMT
#194
server up.... but how to look replays now
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 26 2010 02:32 GMT
#195
Nerfing round hits.

I wonder how the new mothership will do...
PGHammer
Profile Joined February 2010
United States132 Posts
February 26 2010 02:33 GMT
#196
On February 26 2010 11:19 killstereo wrote:
Yeah, I'd rather have Arbiters too, but I wish they had tried to find a new role for the mothership instead of just a replacement for an old one.

Bring Arb's back, make the Mothership something else to worry about!


What really kinda bit, even though the Mothership was actually LESS useful than Arbiters, was that they nerfed it.

Why is the mothership less useful than an arbiter?

First, you could only have one (a single arbiter could cloak several other air and/or ground units, such as Carriers or Void Rays).

Second, you needed greater support than even several Arbiters.

The one useful ability that the Mothership has that the Arbiter lacked is the ability to cloak *ground* units (Stalkers and Colossi in particular); however, a Mothership also needs Stalkers and Colossi for protection.

The big reason that Protoss players in fact WANT the Arbiter back is that it didn't have the one-only self-nerf that the Mothership has.

Unless they are going to bring the Arbiter back, they should have left the Mothership completely alone.


Bad news, fellas
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 26 2010 02:35 GMT
#197
Uh, arbiters in SC1 CAN cloak ground units... Am I not reading what you are saying correctly?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
February 26 2010 02:35 GMT
#198
Did anyone else notice a new graphics setting? Shaders can now be set to "Extreme"...

How can shaders become MORE than ultra? xD
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
Last Edited: 2010-02-26 02:36:44
February 26 2010 02:36 GMT
#199


The one useful ability that the Mothership has that the Arbiter lacked is the ability to cloak *ground* units (Stalkers and Colossi in particular); however, a Mothership also needs Stalkers and Colossi for protection.



Arbiters cloak all protoss units in SC1.
Katkishka
Profile Blog Joined December 2009
United States657 Posts
February 26 2010 02:36 GMT
#200
+ Show Spoiler +
On February 26 2010 11:33 PGHammer wrote:
Show nested quote +
On February 26 2010 11:19 killstereo wrote:
Yeah, I'd rather have Arbiters too, but I wish they had tried to find a new role for the mothership instead of just a replacement for an old one.

Bring Arb's back, make the Mothership something else to worry about!


What really kinda bit, even though the Mothership was actually LESS useful than Arbiters, was that they nerfed it.

Why is the mothership less useful than an arbiter?

First, you could only have one (a single arbiter could cloak several other air and/or ground units, such as Carriers or Void Rays).

Second, you needed greater support than even several Arbiters.

The one useful ability that the Mothership has that the Arbiter lacked is the ability to cloak *ground* units (Stalkers and Colossi in particular); however, a Mothership also needs Stalkers and Colossi for protection.

The big reason that Protoss players in fact WANT the Arbiter back is that it didn't have the one-only self-nerf that the Mothership has.

Unless they are going to bring the Arbiter back, they should have left the Mothership completely alone.



I don't think nerfing the mothership matters much. It's still a helpful unit but not something you should base your gameplan around. So as long as it's still useful I think it's fine.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 02:36 GMT
#201
Btw:
http://forums.battle.net/thread.html?topicId=23094049316&sid=5000
Vedic
Profile Joined March 2008
United States582 Posts
February 26 2010 02:37 GMT
#202
On February 26 2010 11:35 MaD.pYrO wrote:
Did anyone else notice a new graphics setting? Shaders can now be set to "Extreme"...

How can shaders become MORE than ultra? xD


Yes, but these settings go to 11.
I tried to commit seppuku, but I accidentally committed bukkake.
HazMat
Profile Blog Joined October 2009
United States17077 Posts
February 26 2010 02:38 GMT
#203
Uh crash for me already.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
milly9
Profile Joined May 2007
Canada325 Posts
February 26 2010 02:39 GMT
#204
new mass recall radius -

http://i.imgur.com/fNxbp.jpg
then i stick my treasures in a treehole
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 02:42 GMT
#205
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg

Test the new infesters spawn infested terran spell!
TheYango
Profile Joined September 2008
United States47024 Posts
February 26 2010 02:45 GMT
#206
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg

That's insane. Mothership recall is going to be way more ridiculous than Arbiter's ever was, not only due to increased radius, but:

1) the Mothership is beefier, letting you get better positioning on your recalls (whereas turrets put Arbiters in a pinch)

2) No mines. A big tool in the Terran arsenal for softening recalls was mining up your base so that a lot of a recall gets blown up just as it lands. That doesn't happen anymore. You've got to deal with the full-blown recall every time.

3) Better unit pathing (e.g. units being bunched closer together) means you can fit more units in a recall.
Moderator
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-26 02:49:32
February 26 2010 02:46 GMT
#207
FEEDBACK ON HT!!!!!!!

Temporal Rift: This ability has been removed from the game.
Wormhole Transit: This ability has been removed from the game.


RECALL IS BACK!
WOOT


gateway
The build time of this building has increased from 50 to 65.

What?

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.


interesting, what happens with workers?

WHAT??!??!?!? NO BUG FIX FOR THE MOVE/ATTACK BUG?
..and then I would, ya know, check em'. (Aka SpoR)
Vedic
Profile Joined March 2008
United States582 Posts
February 26 2010 02:46 GMT
#208
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg


How accurate is the graphic for recall, though?
I tried to commit seppuku, but I accidentally committed bukkake.
ploy
Profile Joined January 2006
United States416 Posts
February 26 2010 02:48 GMT
#209
Are US servers confirmed to be back up and playable?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-26 02:50:09
February 26 2010 02:48 GMT
#210
On February 26 2010 11:48 ploy wrote:
Are US servers confirmed to be back up and playable?

im dling patch i'll let you know

edit- its working!
..and then I would, ya know, check em'. (Aka SpoR)
lgn!
Profile Joined February 2010
Italy224 Posts
February 26 2010 02:49 GMT
#211
and what about EU? i still cant login
화이팅
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
February 26 2010 02:49 GMT
#212
On February 26 2010 11:49 lgn! wrote:
and what about EU? i still cant login


I cannot log into Eu server either. Still telling me that login is wrong, and that servers are down.
milly9
Profile Joined May 2007
Canada325 Posts
February 26 2010 02:49 GMT
#213
On February 26 2010 11:46 Vedic wrote:
Show nested quote +
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg


How accurate is the graphic for recall, though?


its completely accurate. everything in that graphic gets recalled.
then i stick my treasures in a treehole
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 02:50 GMT
#214
On February 26 2010 11:46 Vedic wrote:
Show nested quote +
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg


How accurate is the graphic for recall, though?

That looks quite a lot like a radius of 6, so it would mean that this one is likely true:
On February 26 2010 10:48 JoshSuth wrote:
Potential additional info posted by a user on the Battle.net beta forums.

Protoss
* Feedback costs 50 energy, no cooldown and has a range of 9.
* Mass Recall costs 100 energy, and has a radius of 6.5.
* All units cannot move, attack, or cast for a period of 2 seconds before and after Mass Recall.


Terran
* Thor splash damage increased from 3 to 5.

Zerg
* Infested Terrans can spawn up to 3 units away.
* Neural Parasite has graphics for a tentacle.
* Fungal Growth damage changed from 1.25 to 2.25.
* Air-based cocoons gained armor.



Note: leeched from the data files. I make no claims to absolute accuracy or completeness.

Edit: http://forums.battle.net/thread.html?topicId=23425633827&sid=5000

AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 26 2010 02:50 GMT
#215
Lmao. I'm back into Battle.net now. There's a button that says "Patch Notes" but it takes you to that thread on the Battle.net beta forums with nothing in it. =P
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 26 2010 02:50 GMT
#216
On February 26 2010 11:39 milly9 wrote:
new mass recall radius -

http://i.imgur.com/fNxbp.jpg

haha, with the way units clumps thats your whole army at max
onmach
Profile Blog Joined March 2009
United States1241 Posts
February 26 2010 02:56 GMT
#217
God damnit. Infested terran is back... And it is useful too, god damnit. 25 energy per terran, each terran moves slowly and does 5 damage per hit. Each one lasts about 30 seconds. Some idiots are going to like the fact that they make the unit viable and then it's going to stick, I just know it.

Neural parasite is more interesting now, you take control of a unit and it spits out your sucker which graples onto them for the duration of the spell. Costs 50 energy. Works on all enemies now. You can assinate units now by mind controlling them and spawning a few infested terrans to waste them.

Obviously fungal spore does the damage mentioned in the patch, 36 damage. I didn't think to test it before I rage quit.

There is no more energy siphon.
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
February 26 2010 02:57 GMT
#218
uh reapers do MORE dmg per second? How is this a fix?
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 26 2010 02:58 GMT
#219
I like the mothership a bit more, now it's an arbiter. I also really the new high templar change. Now it can be used to counter ghosts.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 26 2010 02:59 GMT
#220
lol they didn't nerf roaches, and boost phoenix's?

sigh
When they see MC Probe, all the ladies disrobe.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
February 26 2010 02:59 GMT
#221
The extra dmg/sec is negligable.

However, what they did is make them less bursty, so if they get 2 shots off before you chase them away, then it won't be so bad as prepatch.


Btw can anyone tell me what this infested terran ability actually does, because for some reason I haven't seen the ability at all oO
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
February 26 2010 02:59 GMT
#222
On February 26 2010 11:57 {88}iNcontroL wrote:
uh reapers do MORE dmg per second? How is this a fix?


Because they do less damage per attack, it means if moving whilst attacking should be less effective, so if you have a couple of stalkers/marines/zerglings keeping them on their toes then they shouldn't be able to deal that much damage. However, if you let them just stand there and attack then obviously you're going to lose a lot.
Husky
Profile Blog Joined May 2009
United States3362 Posts
February 26 2010 03:02 GMT
#223
On February 26 2010 11:59 da_head wrote:
lol they didn't nerf roaches, and boost phoenix's?

sigh

Commentaries: youtube.com/HuskyStarcraft
GrizzlyAdam
Profile Joined February 2010
United States44 Posts
February 26 2010 03:03 GMT
#224
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 ;_;
Icx
Profile Blog Joined November 2009
Belgium853 Posts
February 26 2010 03:05 GMT
#225
give it time, the beta has been out for 1 week, you can't expect them to do everything in 1 single patch.

If you feel that Siege tanks are really underpowered, send constructive feedback to blizzard about it.
lFrost
Profile Blog Joined July 2009
United States295 Posts
Last Edited: 2010-02-26 03:07:06
February 26 2010 03:06 GMT
#226
pretty sad about the gateway build time, it makes the 1 pylon core build obsolete now
milly9
Profile Joined May 2007
Canada325 Posts
Last Edited: 2010-02-26 03:10:24
February 26 2010 03:07 GMT
#227
infested marines - http://i.imgur.com/tO2eu.jpg only 25 energy, can spam a bunch if you want. shoots a little egg out that hatches after a few seconds. http://i.imgur.com/jeMim.jpg

the mind control - http://i.imgur.com/yeJqr.jpg

then i stick my treasures in a treehole
NeoValkyrion
Profile Joined July 2009
United States27 Posts
February 26 2010 03:07 GMT
#228
Well, you can now chain Neural Parasites on an enemy worker to make them build a Command Center or Nexus. However, any units you build of your newly controlled race are still within your 200 pop cap. I don't see this being a huge deal in competitive play, but what about in ZvZ? Drop an infestor behind their supply lines, neural parasite a bunch of drones, and use them to build sunken crawlers? I think they should just make this ability a permanent mind control on biological units.
GrizzlyAdam
Profile Joined February 2010
United States44 Posts
February 26 2010 03:09 GMT
#229
On February 26 2010 12:05 FictionJV wrote:
give it time, the beta has been out for 1 week, you can't expect them to do everything in 1 single patch.

If you feel that Siege tanks are really underpowered, send constructive feedback to blizzard about it.

That's a good point, actually. For some reason it feels like the beta's been out for a long time, probably because I've spent so much time obsessing over it lol. Time to stop complaining and be constructive.

As for the person who commented on roaches not getting nerfed, are they really still a big problem? I know Terran can typically counter them now, but are Toss still struggling with them?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2010 03:14 GMT
#230
Does anyone know what these little icons mean on the ladder now?

there is :

(!)
v
^
--
..and then I would, ya know, check em'. (Aka SpoR)
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 03:15 GMT
#231
-- no change in rank
^ move up in rank
v move down in rank

ionno wth (!) is
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
February 26 2010 03:16 GMT
#232
this is crazy

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

indecisiveness + procrastination = VERY bad rts
Nony is Bonjwa
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
February 26 2010 03:22 GMT
#233
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

these arent big changes
Once again back is the incredible!
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
February 26 2010 03:23 GMT
#234
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
Hwaseung Oz fan for life. Swing out, always swing out.
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 26 2010 03:24 GMT
#235
wow it is difficult to watch old replays now. I was just trying to find a game to show a mate and every time you load on old replay it has to load the old version, then it has to load the current version again before showing you the map list. It would be good if they allowed you to stay in the old version the whole time instead of getting a million load screens. I'm only up to 42 of inReach's 100 games. This is a pain in the arse between each one now lol.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-02-26 03:27:11
February 26 2010 03:25 GMT
#236
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


wut? Browder said they would even consider completely removing or adding units to the game in Beta.

This is what makes Blizzard games good, they tinker with them until they work.

Its impossible to balance and make a SC level game without extensive patching and changing.


these changes to SC were made AFTER RELEASE!
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.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 26 2010 03:26 GMT
#237
The changes aren't that big, I'm just not sure why they are adding more incredible spells to the mothership, increasing the necessity of building one and the reliance on a sole unit. Spread that shit out
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
February 26 2010 03:26 GMT
#238
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.
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
February 26 2010 03:26 GMT
#239
On February 26 2010 12:05 FictionJV wrote:
give it time, the beta has been out for 1 week, you can't expect them to do everything in 1 single patch.

If you feel that Siege tanks are really underpowered, send constructive feedback to blizzard about it.

Agreed. People are asking for more and more changes that cant happen all in one patch. Also, just because you don't focus on a particular unit doesnt mean it wont be affected by the changing of others.
Hi there. I'm in a cave, how bout you?
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
February 26 2010 03:33 GMT
#240
Yeah, rather than make outlandish claims that have zero basis ill just say that i'm excited to see how these changes will affect top level play ^^.

+ Show Spoiler +

VORTEX NOOO!!!!!!!
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 States15725 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
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
51497 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
Moderator
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2010-02-26 08:00:23
February 26 2010 08:00 GMT
#281
ROFL on some peoples responses and understanding of the patchnotes. based on this thread you can already tell what people will be good in SC2 and what people will suck.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Hollow
Profile Blog Joined July 2005
Canada2180 Posts
Last Edited: 2010-02-26 08:05:16
February 26 2010 08:00 GMT
#282
On February 26 2010 16:46 Virtue wrote:
Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.


Warm Prism is a dropship

On February 26 2010 16:47 nard wrote:
Show nested quote +
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

Show nested quote +
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



at the price I paid I'd much rather just switch race
PGHammer
Profile Joined February 2010
United States132 Posts
February 26 2010 08:05 GMT
#283
On February 26 2010 11:35 FrozenArbiter wrote:
Uh, arbiters in SC1 CAN cloak ground units... Am I not reading what you are saying correctly?


Arbies could cloak ground units, but not buildings. (The building-cloak makes the Mothership useful aas a defensive/base-defense deployment; Arbies are more tactical.)

Unless they are going to allow you to build more than one (as you could with Arbiters), the Mothership nerf was pointless (unless you just wanted to have it not be deployed at all). True; with the big nerfing, it will be deployed far less (cost is way up, and damage it deals, and abilities it has, are way down compared to the increased cost), deployment, even before the nerf, was chancey (if you didn't give it adequate support) unless you deployed it defensively.
Bad news, fellas
zergpower123
Profile Joined December 2009
United States197 Posts
February 26 2010 08:12 GMT
#284
I hope to see cannons and sunkens get patched so they do more damage. From watching streams, they die very quickly and don't deal enough damage.
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
February 26 2010 08:14 GMT
#285
On February 26 2010 16:45 Hollow wrote:
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..


Yup protosses are useless without the imba mothership.. poor old protosses..

Wait.. oh nm, most of the league leaders are P

SUP
BlueStar
Profile Blog Joined August 2005
Bulgaria1168 Posts
February 26 2010 08:21 GMT
#286
mb cause the other players suck xD?
Leader of the Bulgarian National SCBW/SC2 team and team pSi.SCBW/SC2
zee
Profile Joined January 2010
201 Posts
February 26 2010 08:24 GMT
#287
Or because protoss is the most played race...
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 08:29 GMT
#288
silly protosses probably have no goddamn idea how useful Hallucinate is. they probably all think it's the same as SC1's hallucinate..tsk tsk
ModeratorBlame yourself or God
hoptime
Profile Joined January 2010
Australia35 Posts
February 26 2010 08:40 GMT
#289
if they do bring back the arbiter they really need to bring back the completely awesome rad voice as well
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
February 26 2010 08:42 GMT
#290
On February 26 2010 17:40 hoptime wrote:
if they do bring back the arbiter they really need to bring back the completely awesome rad voice as well


Warp fields stabilized.
"Time to put the mustard on the hotdog. -_-"
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
February 26 2010 08:48 GMT
#291
Overall I think the balance team did a good job on this patch, glad they do not pay a lot of attention to the people on the battle.net forums.

I am not sure about the way the infestor is positioned at the moment, the channeling thing is bad enough. But it seems the mind controlled unit has to stay in a certain range of the infestor otherwise it loses control quicker than the 10 seconds. Can anyone else confirm this?
Quanticfograw
Profile Blog Joined October 2005
United States2053 Posts
February 26 2010 08:57 GMT
#292
poor protoss
https://twitter.com/quanticfograw
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 26 2010 08:57 GMT
#293
The "no chrono boost on allies" was kind of needed according to me. Otherwise all teams would be PX Vs Px.

15 seconds increase to gateway? Seems quite severe.
Bankai - Correlation does not imply causation
Hollow
Profile Blog Joined July 2005
Canada2180 Posts
Last Edited: 2010-02-26 09:05:27
February 26 2010 09:01 GMT
#294
On February 26 2010 17:14 {88}iNcontroL wrote:
Show nested quote +
On February 26 2010 16:45 Hollow wrote:
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..


Yup protosses are useless without the imba mothership.. poor old protosses..

Wait.. oh nm, most of the league leaders are P

SUP


How are you making a point here? Most of the league leaders did not become leaders after the patch.... most of the ones I personally know including myself used the Mothership quite a lot. Speak for yourself...

Toss is the weakest race right now as far as I can tell. The nerfing won't unable me to stay in the top of my division, but it certainly is going to make it much, much harder. I don't like feeling forced to go for quick games because I fear I'm going to get steamrolled in the late game. My main grip is with the PvZ.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
February 26 2010 09:08 GMT
#295
there are like 7 terran total in the top 8 for all plat divisions. how is toss the weakest?
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
February 26 2010 09:08 GMT
#296
warp fields stabilized.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
Last Edited: 2010-02-26 09:10:48
February 26 2010 09:10 GMT
#297
I dont think most of the league leaders being P is any indication that P is stronger.. I think people just realize that P is cooler/funner at this point.. Its like saying Terran is overpowered because out of the ~10 years that BW had progaming, Terran dominated the tops at least 6-7 years (Boxer, Nada, iloveoov, Flash, could go on. Terran has always been THE TOP race on the progaming scene, with 2-3 years of zerg and 1 year of protoss (bisu/stork era)

From watching many replays, it sure looks like zerg is the strongest. and David Kim proves that when he plays full strength.

But of course, since people need a race to pick on, they will always be picking on protoss. Its just like the foreigner scene in BW, everyone picks on protoss, its just carrying over. Yet when the #1 player in the world is Zerg, it makes it a moot point.


Canada Gaming ~~ The-Feared
Schnake
Profile Joined September 2003
Germany2819 Posts
February 26 2010 09:11 GMT
#298
On February 26 2010 18:01 Hollow wrote:
Show nested quote +
On February 26 2010 17:14 {88}iNcontroL wrote:
On February 26 2010 16:45 Hollow wrote:
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..


Yup protosses are useless without the imba mothership.. poor old protosses..

Wait.. oh nm, most of the league leaders are P

SUP


How are you making a point here? Most of the league leaders did not become leaders after the patch.... most of the ones I personally know including myself used the Mothership quite a lot. Speak for yourself...

Toss is the weakest race right now as far as I can tell. The nerfing won't unable me to stay in the top of my division, but it certainly is going to make it much, much harder. I don't like feeling forced to go for quick games because I fear I'm going to get steamrolled in the late game. My main grip is with the PvZ.

Well you can check this post and protosses didn't seem bad at all:
On February 25 2010 01:21 Nafaltar wrote:
[image loading]


Platinum League 1v1 Rankings for the EU at ~3PM GMT on the 24th of February. I have played a couple of the Rank1's and the most devastating for me personally was Draco by a decent margin.

"Alán Shore" and "August Terran" @ LoL EUW - liquidparty
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 26 2010 09:31 GMT
#299
Infestor can move while burrowed. If he can cast while burrowed, you can wait for the observer'less toss to pass your infestors, (who the hell gets observers as toss PvZ), NP the collosus/templar for instant lulz and WTF's ^_^.
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
Last Edited: 2010-02-26 10:12:37
February 26 2010 10:12 GMT
#300
They should give feedback to DT's seeing as it fits better with the lore (dark archons had feedback therefore a dark protoss discipline) and also would make dt's a bit more viable than the apprently uselss unit they are now.
Nunquam iens addo vos sursum
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-26 10:24:50
February 26 2010 10:21 GMT
#301
On February 26 2010 18:11 Schnake wrote:
Show nested quote +
On February 26 2010 18:01 Hollow wrote:
On February 26 2010 17:14 {88}iNcontroL wrote:
On February 26 2010 16:45 Hollow wrote:
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..


Yup protosses are useless without the imba mothership.. poor old protosses..

Wait.. oh nm, most of the league leaders are P

SUP


How are you making a point here? Most of the league leaders did not become leaders after the patch.... most of the ones I personally know including myself used the Mothership quite a lot. Speak for yourself...

Toss is the weakest race right now as far as I can tell. The nerfing won't unable me to stay in the top of my division, but it certainly is going to make it much, much harder. I don't like feeling forced to go for quick games because I fear I'm going to get steamrolled in the late game. My main grip is with the PvZ.

Well you can check this post and protosses didn't seem bad at all:
Show nested quote +
On February 25 2010 01:21 Nafaltar wrote:
[image loading]


Platinum League 1v1 Rankings for the EU at ~3PM GMT on the 24th of February. I have played a couple of the Rank1's and the most devastating for me personally was Draco by a decent margin.



Proof that Terran is weak?
top 8:
21 Protosses, 19 Zergs, 3 Randoms, 12 Terrans.

Top Ranks:
4 p, 2 z, 1 random. 0 t

can we get one of these plat division rankings for US servers?
..and then I would, ya know, check em'. (Aka SpoR)
Hollow
Profile Blog Joined July 2005
Canada2180 Posts
Last Edited: 2010-02-26 10:53:25
February 26 2010 10:22 GMT
#302
Guys, I never said toss was the weakest since the start.. I said they were the weakest right now as far as I can tell. This means post-patch. A good zerg seemed unbeatable mid to late game for me no matter what I was doing and that was pre-patch, so I can't even imagine how much struggle it must be now. Of course I don't mean to say that my own experience of playing the game for a week is an absolute and zerg is imbalanced, but it's definitely my feeling so far.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
Last Edited: 2010-02-26 10:54:04
February 26 2010 10:53 GMT
#303
What I like in this patch:
- HT ability change
- Mothership Mass Recall added. I missed it ingame.
- Infestor abilities changes

What i dont like:
- Mothership Temporal Rift removed. It was rather cool ability. Maybe even cooler than Vortex.
- No Roach/Hydra nerf, especially Roach
- No Nydus nerf, it's so imbalanced
- No Sentry changes, it kinda sucks in current build
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
MiraMax
Profile Joined July 2009
Germany532 Posts
February 26 2010 10:54 GMT
#304
On February 26 2010 16:45 Hollow wrote:
Man, I don't even feel like playing anymore.


Can me has your key? k thx!

Seriously guys, this is the first patch in closed BETA. I know it's lame and redundant to say, but quit the whining about your scores, and test the frigging game or make room for the people who will. Just see it that way: If Protoss actually becomes hard to play in SC2, you will not be a newbie A-Mover anymore :-P

[Bring on the flaming now!!]
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 26 2010 10:58 GMT
#305
This thread reminds me of WoW class forums and that's NOT a good thing.
This shouldn't be a discussion of "this race beats this race".

What they should be patching for is interesting gameplay and overwhelming strategies.
Don't hate the player - Hate the game
TBO
Profile Joined September 2009
Germany1350 Posts
Last Edited: 2010-02-26 11:02:55
February 26 2010 11:02 GMT
#306
Anyone who says that reaper got buffed is forgetting that the weapon isn't on cooldown initially, thus after 1x Cooldowntime the unit has shot twice. The following table (first column = time in seconds , second = new damage done at that point of time , third = old damage done at that point of time.

0 30 40
1,8 60 40
2,5 60 80
3,6 90 80
5 90 120
5,4 120 120
7,2 150 120
7,5 150 160
9 180 160
10 180 200
10,8 210 200
12,5 210 240
12,6 240 240
14,4 270 240
15 270 280
16,2 300 280
17,5 300 320
18 330 320
19,8 360 320
20 360 360

So at many points at time previously the reaper even if undisturbed and being able to constantly fire was stronger then he is now. There are some timing windows where the new reaper is stronger though.

CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2010 11:10 GMT
#307
so basically reapers are better for early game bunker rush or something then?
..and then I would, ya know, check em'. (Aka SpoR)
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 26 2010 11:14 GMT
#308
On February 26 2010 20:10 CharlieMurphy wrote:
so basically reapers are better for early game bunker rush or something then?

Basically they are less "hit and run able". If you are running around and only stopping for one shot before moving again you must stop a lot more and move less to do the same damage.

In other words it's a nerf to their "harass" damage on buildings. But if they are left to just attack a building they will do the same damage.
Don't hate the player - Hate the game
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 26 2010 11:23 GMT
#309
On February 26 2010 19:53 Jenia6109 wrote:
What I like in this patch:
- HT ability change
- Mothership Mass Recall added. I missed it ingame.
- Infestor abilities changes

What i dont like:
- Mothership Temporal Rift removed. It was rather cool ability. Maybe even cooler than Vortex.
- No Roach/Hydra nerf, especially Roach
- No Nydus nerf, it's so imbalanced
- No Sentry changes, it kinda sucks in current build


posts like that show why its good that blizzard seems to do things seemi slowish.

hydra nerf? they are a 2nd tier 2 supply 90hp unti with no armor and no special ability. also a roahc nerf would be overall very heavy on the zerg atm since they are pretty 1dimensional right now and are 70% roach vs evrything. they first need to sort out how to give zerg other possibilities before they just nerf roaches.

and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

nydus while sick keep zerg somewhat onpar with all the cliffhopping,walking,blinking,dropping and warping of T&P. only time will tell if its too strong beeing a new mechanic mnost players dont even know about (hasuobs didnt even know how the mechanics of nydus were before yesterday in the esl thing)

life of lively to live to life of full life thx to shield battery
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
February 26 2010 11:25 GMT
#310
I think it's good to see that they're willing/capable of removing/implementing stuff in SC2 and not just give Unit X more HP and Unit Y a shorter buildtime etc.

But i still think they should make more radical changes with completely removing certain Units and implementing new ones.

There are several examples of "good" units in SC2 and several examples of "bad" ones:

Good Units should have the following qualities:
1) They should be versatile.
2) They shouldn't just be built to counter another Unit(-Type).
3) They should make Micro possible and encourage it.
4) They should synergise well with other Units

Some good examples in SC2:

Reaper/Hellion/Marauder:

1) Reaper and Hellion are fast and can be used to harrass, to defend quickly, but are also good in bigger Battles.
2) They don't just counter other Units and if they're too good against a certain unit-type, you can easily balance them and because they're so versatile, you don't make them useless.
3) Hellions are very fast, they're attack has interesting Aoe you have to micro well etc. With Reapers, youc an also do nice Micro with hopping up and down a ramp etc. marauders are also nice, because you have to target as many different units as you can, to utilize the slow properly.
4) Hellions are well with Dropships, to protect tanklines etc. Marauders work well with Marines, any type of AoE-Dmg and Reapers are very good in larger groups to destroy buildings, but not as much if they're in small numbers.

Now for some bad examples (yes; I really think those units should be kicked out of SC2 immediately, because balancing won't help to make them "good") Immortal, Roach, VoidRay, Collossus:
1) All of the above Units have one certain porpuse or counter a certain amount of Units. They're slow and can't really be Utilized for other purposes than for the single one intended by Blizzard.
2) As said above, they're counter-units and balancing them won't ever do the trick to make them better Units in terms of versatility, micro-possibilities etc.
3) All of the above Units are slow and you really can't do anything else in terms of Micro than A-Move. Compare the Micro-intensity of those Units with Units from SC1 (Mutas / Shuttle+Reaver / Scourge / Spellcasters without intelligent casting / M&M's VS Lurkers / Vulture-Patrol-Button-Micro and Micro against Vulture Mines) - Those aforementioned SC2 Units just feel very slow and boring and totally not versatile compared to the excellent SC1-Units, but also the "good" Units from SC2 I've mentioned before.

I also wan't to see changes in the gamemechanics, like:
- I don't have a problem with Automining and Multiple-Building-Selection, because Blizz came up with neat stuff to keep players busy in the base macroing. That was because of one reason: The SC-Community raged heavily against MBS and AA, so Blizz had to come up with something. We didn't realize how the better pathfinding, non-microable-units, non-existing mutastacking, intelligent casting etc. would affect the Micro-aspect of the game, because all we were worried about was the Macro - now we have the problem with unsatisfiying micro and that needs to be said and fixed to make SC2 a really great game.
https://soundcloud.com/thesamplethief
Konni
Profile Blog Joined February 2003
Germany3044 Posts
February 26 2010 11:28 GMT
#311
I'm surprised they would patch the game this early. In the past they mentioned how they liked to let the players try to counter seemingly imbalanced strategies before manipulating the game themselves.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 26 2010 11:28 GMT
#312
What I don't like about feedback is if it's PvP or PvT where it might be a battle of who can EMP/FB the other person's ghost/high templar first, and making that the most deciding factor in the battle.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Nenor
Profile Joined February 2010
Bulgaria4 Posts
February 26 2010 11:39 GMT
#313
On February 26 2010 16:46 Virtue wrote:
Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.


What are you talking about?!
Risepile
Profile Joined February 2010
China12 Posts
February 26 2010 12:09 GMT
#314
im suprised they didnt try to do something about seige-tank
jumjum rise
AdunToridas
Profile Joined December 2008
Germany380 Posts
February 26 2010 12:42 GMT
#315
And they added this cool new features which takes the candy out of the child's hand, because you can't watch replays without a key anymore.
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
February 26 2010 13:02 GMT
#316
On February 26 2010 20:23 BeMannerDuPenner wrote:
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
RiGun
Profile Joined February 2010
Argentina155 Posts
February 26 2010 13:12 GMT
#317
On February 26 2010 22:02 Jenia6109 wrote:
Show nested quote +
On February 26 2010 20:23 BeMannerDuPenner wrote:
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss


Guardian shield is a huge advantage against ranged attacks, Force field is excellent to manipulate terrain to your advantage, make a choke smaller, block out of your ramp the zealots and other units, of course you can't only use sentries against zealots, but as a support unit the sentry is excellent.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2010-02-26 13:20:28
February 26 2010 13:16 GMT
#318
On February 26 2010 22:02 Jenia6109 wrote:
Show nested quote +
On February 26 2010 20:23 BeMannerDuPenner wrote:
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss

I'm not too excited about Sc2 so far but i can tell you that the sentry is easily the most entairtaining and "fresh" unit. Force field is brilliant.
This is one of the few new units in Sc2 that doesn't look bad and boring compared to reavers or vult.

edit: ok i understand, haven't played yet so i can't comment on the balance, just wanted to say that i love the concept
fuck all those elitists brb watching streams of elite players.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
February 26 2010 13:18 GMT
#319
I dont mean that Sentry is boring and bad unit. I just point on that it must be cheaper and its abilities must cost less mana
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
SpiriTx13
Profile Joined January 2010
Lithuania36 Posts
February 26 2010 13:25 GMT
#320
On February 26 2010 20:25 kickinhead wrote:

Some good examples in SC2:

Reaper/Hellion/Marauder:

1) Reaper and Hellion are fast and can be used to harrass, to defend quickly, but are also good in bigger Battles.
2) They don't just counter other Units and if they're too good against a certain unit-type, you can easily balance them and because they're so versatile, you don't make them useless.
3) Hellions are very fast, they're attack has interesting Aoe you have to micro well etc. With Reapers, youc an also do nice Micro with hopping up and down a ramp etc. marauders are also nice, because you have to target as many different units as you can, to utilize the slow properly.
4) Hellions are well with Dropships, to protect tanklines etc. Marauders work well with Marines, any type of AoE-Dmg and Reapers are very good in larger groups to destroy buildings, but not as much if they're in small numbers.

Now for some bad examples (yes; I really think those units should be kicked out of SC2 immediately, because balancing won't help to make them "good") Immortal, Roach, VoidRay, Collossus:
1) All of the above Units have one certain porpuse or counter a certain amount of Units. They're slow and can't really be Utilized for other purposes than for the single one intended by Blizzard.
2) As said above, they're counter-units and balancing them won't ever do the trick to make them better Units in terms of versatility, micro-possibilities etc.
3) All of the above Units are slow and you really can't do anything else in terms of Micro than A-Move. Compare the Micro-intensity of those Units with Units from SC1 (Mutas / Shuttle+Reaver / Scourge / Spellcasters without intelligent casting / M&M's VS Lurkers / Vulture-Patrol-Button-Micro and Micro against Vulture Mines) - Those aforementioned SC2 Units just feel very slow and boring and totally not versatile compared to the excellent SC1-Units, but also the "good" Units from SC2 I've mentioned before.

ROFL, let me guess you are terran player getting owned by these particular bad units :D
Yep, marauders and reapers are totally not counter to anything, totally anything except armored, light and buildings...
And yeah, we always just A move immortals or void rays to attack anything and we let collossus to go A move over the cliffs...
MarbleArch
Profile Joined February 2010
Germany12 Posts
February 26 2010 13:26 GMT
#321
I don't know if it has been answered before, but did they fix the bug of workers randomly going back and attacking when you micro them through the base of your opponents?
Tdelamay
Profile Joined October 2009
Canada548 Posts
February 26 2010 13:39 GMT
#322
On February 26 2010 22:02 Jenia6109 wrote:
Show nested quote +
On February 26 2010 20:23 BeMannerDuPenner wrote:
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss


Not to mention that Sentries are your best counter to mutalisks !

About the good and bad unit post up there,
The only unit I find too much of a hard counter is the Immortal. It has 'tank buster' written all over it. It does an insane amount of damage to armored units while taking little from their gigantic blast. It feels too much of a niche for me, but then again, it can serve as a tool in many occasion. It's still a fun unit, and it can't just be massed.

The collosus and void ray are quite versatile. They can be used for harassment or to back up an army. They feel more like decent cannons than just niche units.

For me, niche would be a unit that is good at only killing one type of unit and that is weak or useless against all others. That's why I took the Immortal which is the perfect counter to tanks, but since it also serves against roaches and ultralisk and thors, it can't be said to be 100% niche.
This road isn't leading anywhere...
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 26 2010 13:47 GMT
#323
roach should have been nerfed imo :p
Progamerpls no copy pasterino
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 26 2010 13:57 GMT
#324
On February 26 2010 22:39 Tdelamay wrote:
Show nested quote +
On February 26 2010 22:02 Jenia6109 wrote:
On February 26 2010 20:23 BeMannerDuPenner wrote:
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?

So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss


Not to mention that Sentries are your best counter to mutalisks !

About the good and bad unit post up there,
The only unit I find too much of a hard counter is the Immortal. It has 'tank buster' written all over it. It does an insane amount of damage to armored units while taking little from their gigantic blast. It feels too much of a niche for me, but then again, it can serve as a tool in many occasion. It's still a fun unit, and it can't just be massed.

The collosus and void ray are quite versatile. They can be used for harassment or to back up an army. They feel more like decent cannons than just niche units.

For me, niche would be a unit that is good at only killing one type of unit and that is weak or useless against all others. That's why I took the Immortal which is the perfect counter to tanks, but since it also serves against roaches and ultralisk and thors, it can't be said to be 100% niche.

The immortal outdoes the stalker vs everything that doesn't fly in terms of cost in straight shoot outs and it is good vs everything armoured including structures. I would say that it is a quite versatile, it don't have any obvious vulnerabilities except not being able to target air.
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
February 26 2010 14:15 GMT
#325
On February 26 2010 19:53 Jenia6109 wrote:
What I like in this patch:
- HT ability change
- Mothership Mass Recall added. I missed it ingame.
- Infestor abilities changes

What i dont like:
- Mothership Temporal Rift removed. It was rather cool ability. Maybe even cooler than Vortex.
- No Roach/Hydra nerf, especially Roach
- No Nydus nerf, it's so imbalanced
- No Sentry changes, it kinda sucks in current build


Something tells me you play Protoss. ''Boost everything in my race and nerf the others!''
ploy
Profile Joined January 2006
United States416 Posts
February 26 2010 14:42 GMT
#326
Is there a patch mirror? The downloader isn't working for me
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 26 2010 14:50 GMT
#327
On February 26 2010 16:46 Virtue wrote:
Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.


it's called a warp prism genius. it serves as a shuttle AND a portable pylon.
When they see MC Probe, all the ladies disrobe.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 26 2010 14:54 GMT
#328
Exciting news!
"trash micro but win - its marine" MC commentary during HSC 4
pachi
Profile Joined October 2006
Melbourne5338 Posts
February 26 2010 15:00 GMT
#329
On February 26 2010 23:50 da_head wrote:
Show nested quote +
On February 26 2010 16:46 Virtue wrote:
Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.


it's called a warp prism genius. it serves as a shuttle AND a portable pylon.


warp prism is so amazing.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
ploy
Profile Joined January 2006
United States416 Posts
February 26 2010 15:02 GMT
#330
Surely I can't be the only one who isn't able to download the patch through the downloader... anyone know what I can do to patch? I can't find a mirror for the patch or anything

Finally have time to play but...
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 26 2010 15:07 GMT
#331
I kept searching for the AI issues on the b.net forums where the Move commands becomes attack move-commands if they walk next to an enemy unit or gets attacked, and I only found like 2 small posts..

REALLY hope more people post about this over on b.net forums so it does get fixed.. This has to be considered a bug or i will cry irl for having the AI have priority over my own unit control..
"trash micro but win - its marine" MC commentary during HSC 4
elow
Profile Joined January 2010
Spain113 Posts
February 27 2010 00:03 GMT
#332
Guys i don't want to be rude but just stop whining!
It took blizzard years to balance SC1...what do you think that the beta will be balanced? Come on!
Chill: ''My children, please fucking stop making threads about how you are pissed that Brood War is dying and so on and so forth. It's getting tiring, and my old bones ache.''
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 27 2010 00:13 GMT
#333
On February 27 2010 00:02 ploy wrote:
Surely I can't be the only one who isn't able to download the patch through the downloader... anyone know what I can do to patch? I can't find a mirror for the patch or anything

Finally have time to play but...

Uninstall beta. Reinstall beta. Run it once so it updates. and work from there.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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