Patch 9 Discussion - Page 5
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onmach
United States1241 Posts
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BasedSwag
Algeria418 Posts
On April 23 2010 03:36 rjT. wrote: wtf is the sense of chaning hotkeys omg They probably changed it in case someone wants to make a map where you can have Warp Gates as other races or something, so that it doesn't conflict with that. I dunno why they changed the "R" keys, though.. | ||
petered
United States1817 Posts
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AdahnSC
United States376 Posts
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Zelniq
United States7166 Posts
NEW (patch 9) notes: Spine Crawler Attack period decreased from 1.6 to 1.85. OLD (patch 7) notes: Spine Crawler * Damage has been increased from 20+10 armored to 25+5 armored. * Attack period decreased from 2.2 to 1.6. | ||
Niton
United States2395 Posts
Nothing said about Charge being two upgrade at once at a bloated cost, nothing said about the garbage state of Stargate and Templar tech in every matchup, both bloat and efficiency. Protoss -still- has no effective air units or anti-air, still needs to spend 1000+ gas on for the first functional Colossus and HT. Fuck that. | ||
Spawkuring
United States755 Posts
Still, the new maps and editor are nice things to have. It'll be nice to finally try them all out. | ||
NewBKaeK
Canada57 Posts
On April 23 2010 03:29 kNyTTyM wrote: lol spawn larva hotkey changed? That's going to annoy some zergs Yeah. It's going to piss me off for sure. Now I actually have to move my left index (roaches = r, larva = r)! =[ On April 23 2010 03:30 bountyface wrote: underwhelming changes to the game ![]() New game, new units. Get over it... Quite happy with the Infestor changes. I'm going to be using them much more from now on =] Queen speed decreasing is actually not too big of a deal, it'll just motivate me to spawn more creep tumors, which is a good thing anyways. | ||
LimeNade
United States2125 Posts
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Jonoman92
United States9103 Posts
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Kralic
Canada2628 Posts
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Crisium
United States1618 Posts
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mgl0x9
United States256 Posts
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XXXSmOke
United States1333 Posts
Hmmm I wonder how effective this nerf will actully end up being considering that every single P chrono boosts the hell out of their immortals. Concussive shells should help Maruaders in TvP a bit more. Now with the immortal delay I wonder if we can see 1 rax FE become more popular? Interesting questions ![]() | ||
Thamoo
Canada234 Posts
On April 23 2010 03:38 petered wrote: Everyone complains about every patch, and yet gameplay has improved after each one, at least judging by the quality of matches that I have seen. I think I am going to trust blizzard rather than people with a vested interest in a particular race. I agree. Also I like the infested terran, lol. | ||
McCain
United States187 Posts
Personally I think force field was stronger than Immortals, but w/e. Don't understand the marauder buff though, not like they were underused. | ||
mavz
United States36 Posts
On April 23 2010 03:39 mgl0x9 wrote: so wait are these fake or not... iam not seeing these notes on the sc2 forums... you can't d/l them either but thats the legit domain | ||
Ryuu314
United States12679 Posts
On April 23 2010 03:40 XXXSmOke wrote: Immortal time from 40 to 55 secs Hmmm I wonder how effective this nerf will actully end up being considering that every single P chrono boosts the hell out of their immortals. Concussive shells should help Maruaders in TvP a bit more. Now with the immortal delay I wonder if we can see 1 rax FE become more popular? Interesting questions ![]() Every single second counts. constant chrono boost pre-patch is 20 seconds total build time. now it's 27-28 seconds. That's huge. | ||
Zaqwert
United States411 Posts
I have absolutely no idea what they are doing. | ||
onmach
United States1241 Posts
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