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Patch 9 Discussion - Page 22

Forum Index > SC2 General
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Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 22 2010 19:37 GMT
#421
We have three options to approach issues like this, really. We can lie and tell you we don't think it's a problem. We can say nothing. Or we can tell you that we think it's a problem and eventually want to fix it. This is the road I try to take as much as I can. The fourth option, fix it immediately, isn't on the table as much as you might really, really want it to be, or we would have already done so. -GhostCrawler Lead WoW Developer


It is from the lead WoW Developer but the mindset of the Company is the same throughout.
Brood War forever!
yomi
Profile Blog Joined June 2004
United States773 Posts
April 22 2010 19:37 GMT
#422
On April 23 2010 04:34 Wr3k wrote:
It should be spine crawler period increased should it not?

Ya I think they meant decreased as in decreased the attack rate
Sadistic
Profile Joined April 2010
United States6 Posts
April 22 2010 19:38 GMT
#423
good patch , protoss seems very weak now and they need to remove desert oasis asap.
Charlie bit my finger!
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 19:38 GMT
#424
Uh.... anyone having issues downloading the patch? It gets to 75% then goes apeshit for me.
Half man, half bear, half pig.
lolreaper
Profile Joined April 2010
301 Posts
April 22 2010 19:38 GMT
#425
On April 23 2010 04:27 oolon wrote:
Show nested quote +
On April 23 2010 04:18 FrozenArbiter wrote:
Immortal nerf seems pointless?


Seems directed at the 2-3 immortal timing push that I've been seeing a lot of, which has been very strong, and will now be delayed by 15sec x n(Immortal), minus time spent chrono'd. So that timing is thrown 25+ seconds, which makes the window much narrower. I feel there's still a window for it, though.

Making many immortals off of one robotics bay might be the issue, too. Maybe they want everyone to build more robos.

So it doesn't seem all that pointless to me. We'll see how it plays out.

no we actually play on faster so its 10x n(immortal)
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 22 2010 19:38 GMT
#426
There are a lot of changes that weren't mentioned in the patch. I'm pretty sure I saw that larvae canceling no longer causes the larvae to die. That's pretty huge. All the times I make 6 drones and then immediately scout a protoss push? Just cancel and make zerglings and it is magic.

I also saw some small void ray damage changes, but they weren't big enough to warrant mentioning.
StriverzG
Profile Joined March 2010
United States115 Posts
April 22 2010 19:38 GMT
#427
Anyone else getting "Your computer appears to be behind a firewall" while dling the patch?

I get it 20% in, my second attempt..
Sun Tzu once said..
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 22 2010 19:38 GMT
#428
On April 23 2010 04:35 iamtt1 wrote:
yea lets nerf ff's so we can make p totally garbage

Force field makes it so fucking boring to play tho. Oh you got caught out of position, well, you can't retreat so you might as well not even try?

The marauders slow is a little bit the same, I don't like that either but I have no idea what to do about either ability, as they are both good in other circumstances.
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
Crissaegrim
Profile Blog Joined June 2009
2947 Posts
April 22 2010 19:38 GMT
#429
On April 23 2010 04:32 ComradeDover wrote:
Show nested quote +
On April 23 2010 04:28 Crissaegrim wrote:
On April 23 2010 04:23 ComradeDover wrote:

It's less about your feedback and more about having some mice to run through the maze they made. Unless you really think your complain posts matter that much to blizzard. If they did, you'd see lurkers back in the game, roaches and marauders would be nerfed into oblivion, forcefield would have an HP bar, and infestors would cast Dark Swarm instead of infested terran.

Ask yourself if the your "feedback" is really all that valued. Then go back to running the maze, you mouse.


Well, then, I hope you're not posting any feedback because according to you, it's pointless. And no, I'm not naive just saying that having a voice to be heard is still vital to the improvement of the game.


Only feedback I've posted is "Thanks Blizzard. Keep up the good work! :D", because even Blizzard could use some encouragement.

And it really depends on what your voice is saying. If your voice is saying "Turn StarCraft 2 into StarCraft 1.1!", then no, your voice isn't vital to be heard. If your voice is saying "WAHH WAHH ROACHES MARAUDERS IMMORTALS WAHH WAHH", then your voice is equally useless to the improvement of the game.


Did I say that? All I said was that I disagreed with you saying that Blizzard knows better than we do.
pheer
Profile Blog Joined July 2004
5401 Posts
April 22 2010 19:38 GMT
#430
On April 23 2010 04:34 nnexus wrote:
What are grid-based hotkeys?

Q-W-E
A--S-D
Z--X--C

Hotkeys that correspond to the 9 button grid in the bottom right.
Moderator
BC.KoRn
Profile Joined February 2003
Canada567 Posts
Last Edited: 2010-04-22 19:43:29
April 22 2010 19:38 GMT
#431
Stop complaining about the patch. Overall this patch is what we have been waiting for.

They gave us a ton of new content to test before release, sure this wasn't really a balance patch but I assure you Blizzard will have bigger balance content patches in the future. Not to mention the Day 0 Patch when SC2 goes live.

Now it's time for us to play around with the editor, learn it, and report problems to Blizzard.

There are tons of new maps available for us to playtest as well, so giving balance feedback on the maps should be a high priority. Also we can modify the maps that are out now and make them better. So balancing the game through properly designed maps is in our hands now

I am sure there are going to be a lot of bugs in Patch 9 due to the significant amount of content additions.

Chillax
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 22 2010 19:39 GMT
#432
On April 23 2010 04:37 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 04:34 Paladia wrote:
On April 23 2010 04:13 wolfe wrote:
On April 23 2010 04:09 Paladia wrote:
They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.

Otherwise almost 50% less damage for HSM would be something people want to know about.



What change?

Planetary Fortress damage was fixed, it now does 100% splash instead of 150%

+ Show Spoiler +
<AreaArray Radius="0.5" Fraction="1"/>
<AreaArray Radius="0.8" Fraction="0.75"/>
<AreaArray Radius="1.25" Fraction="0.375"/>


Hunter Seeker missile was also fixed. Archon splash remains the same though unfortunately.

+ Show Spoiler +
<CEffectDamage id="HunterSeekerDamage">
<EditorCategories value="Race:Terran"/>
<Amount value="100"/>
<ResponseFlags index="Acquire" value="1"/>
<ResponseFlags index="Flee" value="1"/>
<Flags index="Notification" value="1"/>
<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>


In effect, HSM went from this:

<AreaArray Radius="1.6" Fraction="1" />
<AreaArray Radius="2.4" Fraction="0.25" />

To this:

<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>

Which is quite a change in its splash. Before it did 100% splash in a 1.6 radius, now it does 100% splash in a 0.6 radius.

Couldn't they at least have made it cost 100 energy or something then? It's not very good as it is... I mean, it's not BAD but the PDDrone is waaaaaay better.


I don't know. Making it cost 100 energy would be making it even easier to completely destroy all the probes on a saturated line. I would only need one full-energy raven instead of two.
Bring back 2v2s!
whaTITdoz
Profile Joined April 2010
United States92 Posts
April 22 2010 19:39 GMT
#433
I don't see the immortal change or the maurder change as that big of a deal, but might affect the way you can play the match up. Terran can be more aggressive early game vs P now and not just bunker + fast expand. Maybe bring back the 1-2rax/FE aggression vs P.
Tristan
Profile Blog Joined December 2009
Canada566 Posts
April 22 2010 19:39 GMT
#434
On April 23 2010 04:33 MorroW wrote:
major parts why ultralisks suck
-lings suck so everyone is upgrading ranged only so they dont fit in any upgrade tech tree
-the need 2 upgrades, both speed and armor to even be viable in a battle
-they are huge. many cant attack at once and its very easy to abuse this fact
-they are slow like holy hell. almost any unit in the game can kite them, if they attack and u run same time they miss and u hear a "swish" sound and 0 dmg is being dealt (big lol right?)
-forcefield nullifies melee units like, by 100%. guardian shield makes zergling useless which makes my first statement even more true
-ultralisk is strongest vs small units such as zergling, zealot, marine. but nobody are building those units except for the reason they r low on gas. the fact that these units r so bad makes u dont need to build the ultralisk in the first place

3 healthy ways to make the ultralisk better by changing the other races
-buff marines (build time)
-nerf marauder (dmg/hp)
-nerf sentry (force field)
3 healthy ways to make the ultralisk better by changing zerg without touching the ultralisk stats
-buff zergling (adrenaline glands)
-nerf hydralisk (attack rate)
-nerf roach (hp/dmg)
2 ways to make ultralisk better
-make it smaller
-give the speed upgrade more speed

this is what i would do anyway ^^

I think just merging melee and ranged would be an ok Idea. I mean I know every unit benefits from them, but since melee is hardly ever worth the investment I'm not too worried about it becoming too powerful, and besides, our flying units are still on their own upgrades.
http://Zangano431.tumblr.com/
Fallen
Profile Joined October 2005
Canada192 Posts
Last Edited: 2010-04-22 19:40:44
April 22 2010 19:39 GMT
#435
yea I finished downloading the patch and it keeps reapplying itself over and over over over over over.

I'm guessing im the only one with this issue? hehe
oh hay
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 22 2010 19:40 GMT
#436
On April 23 2010 04:37 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 04:34 Paladia wrote:
On April 23 2010 04:13 wolfe wrote:
On April 23 2010 04:09 Paladia wrote:
They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.

Otherwise almost 50% less damage for HSM would be something people want to know about.



What change?

Planetary Fortress damage was fixed, it now does 100% splash instead of 150%

+ Show Spoiler +
<AreaArray Radius="0.5" Fraction="1"/>
<AreaArray Radius="0.8" Fraction="0.75"/>
<AreaArray Radius="1.25" Fraction="0.375"/>


Hunter Seeker missile was also fixed. Archon splash remains the same though unfortunately.

+ Show Spoiler +
<CEffectDamage id="HunterSeekerDamage">
<EditorCategories value="Race:Terran"/>
<Amount value="100"/>
<ResponseFlags index="Acquire" value="1"/>
<ResponseFlags index="Flee" value="1"/>
<Flags index="Notification" value="1"/>
<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>


In effect, HSM went from this:

<AreaArray Radius="1.6" Fraction="1" />
<AreaArray Radius="2.4" Fraction="0.25" />

To this:

<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>

Which is quite a change in its splash. Before it did 100% splash in a 1.6 radius, now it does 100% splash in a 0.6 radius.

Couldn't they at least have made it cost 100 energy or something then? It's not very good as it is... I mean, it's not BAD but the PDDrone is waaaaaay better.

ye i totally agree with u
blizzard should have boosted PF and HSM stats by fixing their rigged splash radius
Progamerpls no copy pasterino
Garrl
Profile Blog Joined February 2010
Scotland1979 Posts
April 22 2010 19:40 GMT
#437
On April 23 2010 04:38 BC.KoRn wrote:
Stop complaining about the patch. Overall this patch is what we have been waiting for.

They gave us a ton of new content to test before release, sure this wasn't really a balance patch but I assure you Blizzard will have bigger balance content patches in the future. Not to mention the Day 0 Patch when SC2 goes live.

Now it's time for us to play around with the editor, learn it, and report problems to Blizzard.

I am sure there are going to be a lot of bugs in Patch 9 due to the significant amount of content additions.

Chillax


From what I've read, the balance patches really weren't what we wanted at all.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
Last Edited: 2010-04-22 19:42:44
April 22 2010 19:40 GMT
#438
On April 23 2010 04:37 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 04:34 Paladia wrote:
On April 23 2010 04:13 wolfe wrote:
On April 23 2010 04:09 Paladia wrote:
They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.

Otherwise almost 50% less damage for HSM would be something people want to know about.



What change?

Planetary Fortress damage was fixed, it now does 100% splash instead of 150%

+ Show Spoiler +
<AreaArray Radius="0.5" Fraction="1"/>
<AreaArray Radius="0.8" Fraction="0.75"/>
<AreaArray Radius="1.25" Fraction="0.375"/>


Hunter Seeker missile was also fixed. Archon splash remains the same though unfortunately.

+ Show Spoiler +
<CEffectDamage id="HunterSeekerDamage">
<EditorCategories value="Race:Terran"/>
<Amount value="100"/>
<ResponseFlags index="Acquire" value="1"/>
<ResponseFlags index="Flee" value="1"/>
<Flags index="Notification" value="1"/>
<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>


In effect, HSM went from this:

<AreaArray Radius="1.6" Fraction="1" />
<AreaArray Radius="2.4" Fraction="0.25" />

To this:

<AreaArray Radius="0.6" Fraction="1"/>
<AreaArray Radius="1.2" Fraction="0.5"/>
<AreaArray Radius="2.4" Fraction="0.25"/>

Which is quite a change in its splash. Before it did 100% splash in a 1.6 radius, now it does 100% splash in a 0.6 radius.

Couldn't they at least have made it cost 100 energy or something then? It's not very good as it is... I mean, it's not BAD but the PDDrone is waaaaaay better.


Hunter Seeker Missile has been drastically nerfed since early patches - there is no doubt of this. The nerf was fixing a bug, but maybe the bug was necessary? 125 energy for something you can run away from is risky business - so it did huge damage. Now it does less huge damage? I'm not sure it needed a nerf. Much of what makes SC1 fun is a bug - they shoulda just kept it.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
QueueQueue
Profile Joined July 2009
Canada1000 Posts
April 22 2010 19:40 GMT
#439
On April 23 2010 04:39 whaTITdoz wrote:
I don't see the immortal change or the maurder change as that big of a deal, but might affect the way you can play the match up. Terran can be more aggressive early game vs P now and not just bunker + fast expand. Maybe bring back the 1-2rax/FE aggression vs P.



Yeah, I'm curious how this will impact the TvP early game.
Lucy1nTheSky
Profile Joined April 2010
39 Posts
April 22 2010 19:40 GMT
#440
So hypothetically now, 3 full energy infestors can each cast 5 infested terrans followed by 1 fungal growth so an entire army is now immobilized with 15 more units attacking it than before. I gotta try that as soon as this patch finishes the d/l.
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