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Unlisted Patch 9 Changes! - Page 20

Forum Index > SC2 General
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Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 23 2010 01:49 GMT
#381
COOL BUG FIXES:
Right clicking somewhere while holding CTRL no longer gives the Attack-Move command, it just Moves. Often people would re-bind hotkeys while trying to run away and it would Attack-Move and suicide instead.


I'm so impressed to see how much Blizzard really cares about us and what we have to say.

<3
"trash micro but win - its marine" MC commentary during HSC 4
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
April 23 2010 01:51 GMT
#382
On April 23 2010 10:49 Senx wrote:
Show nested quote +
COOL BUG FIXES:
Right clicking somewhere while holding CTRL no longer gives the Attack-Move command, it just Moves. Often people would re-bind hotkeys while trying to run away and it would Attack-Move and suicide instead.


I'm so impressed to see how much Blizzard really cares about us and what we have to say.

<3


In ZvZ this was a nightmare when trying to run away with lings from banes and sometimes they won't listen to you ...
raynpelikoneet
Profile Joined April 2007
Finland43270 Posts
April 23 2010 01:51 GMT
#383
^ I don't understand either :E
It was such a funny post. :D

On topic, why the fc are bind locations on F5-F8? So retarded.. Havn't rly used or seen any changes couse i've been going all in proxy gates all game..

But nvm, seems good.

table for two on a tv tray
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
April 23 2010 01:54 GMT
#384
On April 23 2010 07:15 forgotten0ne wrote:
Yay, my stubborness to refuse to bind hatch+queen to the same key triumphs!

Honestly, if you're fast enough, having to take the extra 0.2 seconds to bounce back to base and larva spawn is a good thing. It allows you to check for idle units, spot backstabs, and just keep a better control of what's going on.


lol I was stubborn too tbh. I'm actually glad they made this change. Everyone should be happy. Macro shouldn't be that easy.
Jaedong <3 HOOK'EM HORNS!
karihoka
Profile Joined April 2010
Australia54 Posts
April 23 2010 02:03 GMT
#385
lols
And so it begins!
innoby
Profile Joined April 2010
Ireland42 Posts
April 23 2010 02:04 GMT
#386
1. I can't get the download because I have a PPPoE wireless set up that makes me have to restart the download every 30 seconds to get ONE BAR....

2. Zerg's macro is "use it or lose it" so if I miss ONE CAST because all of my 240+ apm is going to making sure my weak individual unit streangth army doesn't get ass raped by a toss with sentries I should not be punished by actually playing the real point of the game... (armies fighting armies) Whilst Terran and to some extent Protoss can use it all at once to catch up... You have 100 energy at a nexus and you have a CyCore and a forge and are Upgrading, plus two gateways and a Robo you can EASILY macro up again while blowing your energy and thus catch up....terran can spam YES SPAM mule, zerg Ooops you have a queen with 50 energy you lost one spawn larva and are behind on macro GG.

3. Zerg really don't have anything else to use energy on besides "heal" which is only useful when microing to beat a banshee or void rush. Then you have creep tumor which is useful maybe MAYBE 3 times, per queen.

4. Zerg have no REAL answer to force multiplication units anymore. Before w/ BW terran's MM made Marines a unit that was on paper weaker than Hydras BETTER than Hydras, admittedly the micro got pretty intensive sometimes but with intelligent hotkeys and "T" moving marines made it a bit easier, but zerg had the lurker, which if the zerg kept up with upgrades meant that 2 lurkers could kill marines with medics. Tech progression kept the Zerg with a slight advantage until SV's hit the field, but then Zerg had to answer w/ ultra/defiler/crackling. This sort of progression/ ingame balance is not really possible for zerg anymore. Once medivacs hit the field the Zerg need to hit certain numbers of units to be able to kill even ONE terran unit, such as 8 Hydra so you can kill ONE marine. Yes this adds up pretty quickly esp if you are using roaches as meat shields...

I have a replay and it would take me awhile to find it but I will look if someone asks, where 5 2/2 w/ both cavern upgrades finished Ultras and 60 2/2 (all upgrades finished) Lings PLUS 12 Mutas (2/0) got WIPED OUT by 30 marines 15 Marauders and 12 medivacs. I had map control + 4 expo's the terran didn't even have his natural. And this force wiped my army off the face of the map... Yes I micro'd yes I had my lings come in from behind the bioball, and YES I DID try to knock the medivac number down w/ my mutas...

Do the Math here...I know I know I could have used an infestor or two to do some DOT damage to the marines plus prevent them from moving around as much... Didn't think I'd have to though I was so far ahead on Tech tree, and had such a massive army of WELL upgraded units that I well just didn't consider the fact that so few units could dominate such a huge army of T3 mix and +2 upgrades on the main forces....Well, I was wrong, I killed 5 marines TOTAL in that whole assault.. Part of it was the SCV's repairing the Medivacs (which I noticed about 5 seconds in to the battle, and started trying to pick off marauders w/ my mutas) And partly because he had 3/2 upgrades on his ground units and +2 armor on the medivac's But can anyone HONESTLY tell me there is a good reason for this to even remotely be possible? In the replay he doesn't even MICRO, he just stims then hits a move....so no I wasn't out played by a better player just screwed by game mechanics


AND NOW AND NOW AND NOW they take away my ability to effectively use the ONLY MACRO OPTION YOU GAVE ZERG. and in exchange I get a mild infestor buff and a rather large queen speed nerf....Thus making early Air rush all the more effective against me? why?
Zerg macro is not OP its Zerg Macro.
rally_point
Profile Joined April 2009
Canada458 Posts
April 23 2010 02:06 GMT
#387
When I was entering my identifier, I wasn't able to use capital letters. Not that this was a big deal, but did this happen to anyone else?
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 23 2010 02:07 GMT
#388
I really don't like the zerg decals. They're really stupid and look like crap. I think they should just skip them for zerg in all honesty. Placing them on the ground next to the building was a bad call.
dronebabo
Profile Blog Joined December 2003
10866 Posts
April 23 2010 02:07 GMT
#389
--- Nuked ---
h0munkulus
Profile Joined March 2010
Austria1481 Posts
April 23 2010 02:35 GMT
#390
is it confirmed that the no casting on selection icons is not a bug?

if it's not a bug then this change is super stupid... maybe limit selection to 12 again next?
Cloak
Profile Joined October 2009
United States816 Posts
April 23 2010 03:03 GMT
#391
Action correspondence in the interface should be as close as one to one as possible. Starcraft 2's upper bound for difficulty is already impossibly high, so I doubt noobs will start dominating the ranks just because of a few UI tweaks. A good philosophy is to cut whatever BS you can so the more interesting stuff gets more attention.
The more you know, the less you understand.
UltraVires
Profile Joined April 2010
United States241 Posts
April 23 2010 03:08 GMT
#392
Do ranked up units get stat bonuses in game or are ranks merely cosmetic/tied to achievements?

It would be pretty sweet if ranked up units got small stat bonuses (like +1 dmg per rank +1 armor every 2 ranks or something)... it would be a nice way to reward good micro.

I want to get a hero marine with 50 kills :D
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 23 2010 03:13 GMT
#393
Hey guys incase you were wondering what the ranks were they go

Race Kills

Terran
Recruit 0
Corporal 5
Sergeant 10
Captain 15
Commander 20

Zerg
Predator 0
Slayer 5
Ravager 10
Assassin 15
Metamorph 20

Protoss
Disciple 0
Mentor 5
Instructor 10
Master 15
Executor 20




Only two i dont like are metamorph (what the heck?) and Instructor should be before mentor imho.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
UltraVires
Profile Joined April 2010
United States241 Posts
April 23 2010 03:18 GMT
#394
On April 23 2010 12:13 Archerofaiur wrote:
Hey guys incase you were wondering what the ranks were they go

Race Kills

Terran
Recruit 0
Corporal 5
Sergeant 10
Captain 15
Commander 20

Zerg
Predator 0
Slayer 5
Ravager 10
Assassin 15
Metamorph 20

Protoss
Disciple 0
Mentor 5
Instructor 10
Master 15
Executor 20




Only two i dont like are metamorph (what the heck?) and Instructor should be before mentor imho.


Sweet, thanks; but what is the significance of the ranks? Do higher ranked units get stat bonus? Are ranks tied to achievements? (E.g., metamorph zergling unlocks special portrait?)
BentoBox
Profile Joined November 2009
Canada303 Posts
April 23 2010 03:36 GMT
#395
On April 23 2010 11:04 innoby wrote:
2. Zerg's macro is "use it or lose it" so if I miss ONE CAST because all of my 240+ apm is going to making sure my weak individual unit streangth army doesn't get ass raped by a toss with sentries I should not be punished by actually playing the real point of the game... (armies fighting armies) Whilst Terran and to some extent Protoss can use it all at once to catch up... You have 100 energy at a nexus and you have a CyCore and a forge and are Upgrading, plus two gateways and a Robo you can EASILY macro up again while blowing your energy and thus catch up....terran can spam YES SPAM mule, zerg Ooops you have a queen with 50 energy you lost one spawn larva and are behind on macro GG.


TLO doesn't even bother hotkeying his queens and goes back to base to macro, yet seems to be doing just fine not that this matters, but honestly, double tapping your hatcheries really isn't the end of the world. You say Terran and Protoss can use up all their energy to catch up, but that isn't really the case. Unless a terran build extra production facilities in advance, the sudden surge in income won't be able to be disposed of on the spot and thus effectively hinders your macro. The same goes for Protoss; being able to chrono robos/cyb cores all at once loses its appeal when your build or reaction time was tailored around you getting a specific unit/upgrade at a precise time.

Also, when you now cancel a larvae's production, you get it back. It doesn't disappear anymore!

Finally, though you cannot use the hatchery's icon anymore, you can still click on the minimap and it works just the same.

As for the rest, Z is currently dominating the asia servers for a reason Yes, you do have answers.


Only dead fish swim with the stream
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 23 2010 03:39 GMT
#396
On April 23 2010 12:18 UltraVires wrote:
Show nested quote +
On April 23 2010 12:13 Archerofaiur wrote:
Hey guys incase you were wondering what the ranks were they go

Race Kills

Terran
Recruit 0
Corporal 5
Sergeant 10
Captain 15
Commander 20

Zerg
Predator 0
Slayer 5
Ravager 10
Assassin 15
Metamorph 20

Protoss
Disciple 0
Mentor 5
Instructor 10
Master 15
Executor 20




Only two i dont like are metamorph (what the heck?) and Instructor should be before mentor imho.


Sweet, thanks; but what is the significance of the ranks? Do higher ranked units get stat bonus? Are ranks tied to achievements? (E.g., metamorph zergling unlocks special portrait?)

No stat bonuses I'm pretty darn sure of that. Achievement-wise not that I know of. At least not in the ones implemented so far. Presumably there will be such achievements once the game hits shelves.

I think it's more of a aesthetic thing if anything. It'd be pretty sweet to get an "Executor" probe and taunt ur opponent with it x]
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
April 23 2010 03:45 GMT
#397
Music now plays during replays !!!!!
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Zaqwert
Profile Joined June 2008
United States411 Posts
Last Edited: 2010-04-23 04:20:43
April 23 2010 04:08 GMT
#398
List of changes I've noticed I haven't seen posted yet:

More undocumented changes:

Defensive structures now show a range circle when you go to create them.
Gas has a different look when being harvested
Creep tumors look slightly different
Spawning pools now show zerg "decal" like the hatchery does.
Greater spire has a much cooler evolution now.
Chrono boost has new sound effect.
Baneling eggs look a bit different.
Unable to zoom in camera as far (bug?)
All race have a unique supply icon now
Zerg spawning pools show decals now.
Sentries now have their correct portait.
TomSlick
Profile Joined April 2010
United States36 Posts
April 23 2010 04:10 GMT
#399
How are you guys managing your injects now? Like what kind of hotkey method etc? j/w
CALL THE AMBERLAMPS
townsend`
Profile Joined April 2010
Canada54 Posts
April 23 2010 04:18 GMT
#400
I group all of my hatches on 4 and all my queens on 5. When I want to inject larva I hit 5shiftV and cast it on the minimap by clicking on the hatcheries (the squares are quite easy to click with a high tolerance) so I don't have to go back to base. I really don't know why people are complaining since its so easy to just click on the minimap.
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