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Unlisted Patch 9 Changes! - Page 23

Forum Index > SC2 General
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Prev 1 21 22 23 24 25 Next All
Islandsnake
Profile Joined April 2009
United States679 Posts
April 23 2010 09:55 GMT
#441
God I can't even play zerg right now everything feels weird, the larva showing up when its under-construction and the fact that they broke there UI so I can't use spawn larva threw the control panel...I hope this is a bug!

Pretty lame to disable a feature that would be used by custom maps and such...
Bang!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 09:58 GMT
#442
i'm convinced Q&A testers aren't testing zerg very thoroughly..or are just really bad. how could the select larvae problem, egg cancel for extra larvae buildup problem, and especially all banelings/corruptors/overseers that hatch move immediately to hatchery's rally point wtf..
ModeratorBlame yourself or God
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
April 23 2010 09:59 GMT
#443
I'm not positive but the Banshee portrait seems to have gotten a makeover.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-04-23 10:03:19
April 23 2010 10:01 GMT
#444
On April 23 2010 07:03 Zelniq wrote:
* apparently this allows for a major exploit to get extra larvae to spawn while 3 eggs are morphing, then canceling the eggs and getting more larvae, allowing players to continuously increase larva count, allowing for some insanely strong zergling rushes



That's exactly the reason it was't possible in BW.
Also, larva = production time for other races, cancelling a unit still lost you the production time already spent for it for terran and toss, but since zerg have a different mechanic, losing the larva was the "equivalent" penalty.
With the Queen spawning so much larvae it becomes less of an issue, except for early rushes, which may even need a fix.
I'll call Nada.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 10:03 GMT
#445
the solution to fix this extra larvae problem, but keep the cancel-egg feature in is very very simple:
if there are ever any more than 3 larvae at a hatchery, kill extraneous larvae till it's down to 3. Exception is if the larvae spawned from Queen's Spawn Larvae ability.
ModeratorBlame yourself or God
Cuber
Profile Joined August 2006
Poland48 Posts
April 23 2010 10:12 GMT
#446
On April 23 2010 18:49 zomgzergrush wrote:
Show nested quote +
On April 23 2010 18:36 Cuber wrote:
To all the Zerg players - how do you macro? What's your technique? Someone up there wrote something about binding queens and hatches but I didn't exactly get it ;/

As of patch 9, it's not possible anymore. You used to be able to select your queen and cast the inject on the bottom selection of a hotkeyed hatchery. Now spell casting is only allowed on buildings that you physically have in front of you in your view.


I still don't get it ;/ Could you explain it? What's under what bind, steps u make etc.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 23 2010 10:16 GMT
#447
i think its a lame idea to let ppl cancel larva
exactly what lololol said, larva morphing is a marine bar that goes up. and if we cancel marine it goes to 0 and normally larva die. it was fair but now its unfair imo

u get rushed and u have just started 4 drone, u can cancel and get 8 ling. this concept will help zerg get even more econ in the early stages
Progamerpls no copy pasterino
lolreaper
Profile Joined April 2010
301 Posts
Last Edited: 2010-04-23 10:25:17
April 23 2010 10:19 GMT
#448
apparently u can burrow queen now lol
http://forums.battle.net/thread.html?topicId=24401693932&sid=5000
Slunk
Profile Blog Joined February 2010
Germany768 Posts
Last Edited: 2010-04-23 10:28:13
April 23 2010 10:20 GMT
#449
On April 23 2010 19:16 MorroW wrote:
i think its a lame idea to let ppl cancel larva
exactly what lololol said, larva morphing is a marine bar that goes up. and if we cancel marine it goes to 0 and normally larva die. it was fair but now its unfair imo

u get rushed and u have just started 4 drone, u can cancel and get 8 ling. this concept will help zerg get even more econ in the early stages


Am I missing something or can Terran cancel his marine and make an SCV with those minerals. I don't say that this change is a good one, but your argumentation does not make any sense.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 10:21 GMT
#450
On April 23 2010 19:03 Zelniq wrote:
the solution to fix this extra larvae problem, but keep the cancel-egg feature in is very very simple:
if there are ever any more than 3 larvae at a hatchery, kill extraneous larvae till it's down to 3. Exception is if the larvae spawned from Queen's Spawn Larvae ability.


So you should always try to use hatchery-spawned larvae first? Maybe give them a red party hat so that you can tell the difference?

This whole "get larva back" thing is stupid. Zerg is not Protoss and not Terran. Zerg never was able to start a unit and then switch to another unit for free when they feel like it. The only reason why they would be able to do that now is because some newbies probably were bitching about how it is so unfair for zerg that canceling units costs larvae.
If you have a good reason to disagree with the above, please tell me. Thank you.
Technique
Profile Joined March 2010
Netherlands1542 Posts
April 23 2010 10:22 GMT
#451
On April 23 2010 07:03 Zelniq wrote:
Colossus can no longer walk through/over force field

Awesome .

I will like toss mirror more now.
If you think you're good, you suck. If you think you suck, you're getting better.
e4e5nf3
Profile Blog Joined October 2007
Canada599 Posts
April 23 2010 10:23 GMT
#452
Did Blizz look at the larva mechanic in BW and think "well, it was made in 1998, so let's fix it." ???
It's like they didnt stop to think why it was done that way in the first place.
King takes Queen
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-04-23 11:06:58
April 23 2010 11:03 GMT
#453
On April 23 2010 19:16 MorroW wrote:
i think its a lame idea to let ppl cancel larva
exactly what lololol said, larva morphing is a marine bar that goes up. and if we cancel marine it goes to 0 and normally larva die. it was fair but now its unfair imo

u get rushed and u have just started 4 drone, u can cancel and get 8 ling. this concept will help zerg get even more econ in the early stages


Not that i'm defending the change but your arguement is flawed in that you can instantly start making a unit again after canceling and don't lose anything for deciding instead of a marine you want a marauder or ghost but a zerg would be stuck either waiting for more larva to spawn or using up his macro potential on something that the other races can already do freely.

I don't like the change personally cos it was quite interesting and tense when you used up your larva and where stuck with them. But it is in tune with what terran and protoss can do with their production.

Considering how strong early terran and protoss cheeses can be this is a good change after some consideration.
ashburn
Profile Joined March 2010
Singapore76 Posts
April 23 2010 11:12 GMT
#454
On April 23 2010 19:19 lolreaper wrote:
apparently u can burrow queen now lol
http://forums.battle.net/thread.html?topicId=24401693932&sid=5000


I burrowed my queen and it got stuck.


MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-23 11:20:28
April 23 2010 11:17 GMT
#455
the difference is to make 4 marines i must finish some of them while with the larva u can just break them and then make w/e u want
its actually really much in favor of zerg if u think about it

if u cancel the marine then 10seconds goes to waste, aka the rax was "idle" for 10 sec

if u have 3 eggs with lings and cancel it didnt idle at all, because the eggs didnt stop more larva from coming. so u can just pop up 7 eggs to make drones for example

see here
On April 23 2010 19:01 lololol wrote:
Show nested quote +
On April 23 2010 07:03 Zelniq wrote:
* apparently this allows for a major exploit to get extra larvae to spawn while 3 eggs are morphing, then canceling the eggs and getting more larvae, allowing players to continuously increase larva count, allowing for some insanely strong zergling rushes



That's exactly the reason it was't possible in BW.
Also, larva = production time for other races, cancelling a unit still lost you the production time already spent for it for terran and toss, but since zerg have a different mechanic, losing the larva was the "equivalent" penalty.
With the Queen spawning so much larvae it becomes less of an issue, except for early rushes, which may even need a fix.


i dont see this being a huge issue yet since everyone sucks compared to sc1 but later on in theory it will start getting really imba
Progamerpls no copy pasterino
Ighox
Profile Joined July 2009
Norway580 Posts
Last Edited: 2010-04-23 11:20:38
April 23 2010 11:18 GMT
#456
On April 23 2010 19:12 Cuber wrote:
Show nested quote +
On April 23 2010 18:49 zomgzergrush wrote:
On April 23 2010 18:36 Cuber wrote:
To all the Zerg players - how do you macro? What's your technique? Someone up there wrote something about binding queens and hatches but I didn't exactly get it ;/

As of patch 9, it's not possible anymore. You used to be able to select your queen and cast the inject on the bottom selection of a hotkeyed hatchery. Now spell casting is only allowed on buildings that you physically have in front of you in your view.


I still don't get it ;/ Could you explain it? What's under what bind, steps u make etc.


Lets say you have 4 queens for 4 hatcheries.
Have both the queens and the hatcheries to a controlgroup, lets say '4".
Push 4 -> R -> shift -> left-click hatchery icon 1, hatch icon 2, hatch icon 3, hatch icon 4., there you just injected larva to all of your hatcheries in like two seconds.
The queen closest to the hatchery you left-clicked on will inject larva to that hatchery.

I agree with the change they made at least, the old way almost didn't require macro at all to do perfectly and that's just not right for a macro ability.

Hopefully they revert the cancel-egg change though, it worked fine they way it has always been with larvas dying if you cancel a unit, I'm even assuming it's a bug because it's just dumb.
(Oh, and that 'select larva' selects eggs if there is no larva at the hatchery also has to be a bug.)
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 23 2010 11:26 GMT
#457
On April 23 2010 19:03 Zelniq wrote:
the solution to fix this extra larvae problem, but keep the cancel-egg feature in is very very simple:
if there are ever any more than 3 larvae at a hatchery, kill extraneous larvae till it's down to 3. Exception is if the larvae spawned from Queen's Spawn Larvae ability.

Causes inconsistency on hatcheries using and not using spawn lava.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
cernunnos
Profile Joined April 2010
France32 Posts
Last Edited: 2010-04-23 11:31:12
April 23 2010 11:27 GMT
#458
Maybe a little late here,

but I think that being able to cast Transfusion on one of the portraits was really usefull, maybe not many were those to use this ability in a fight, but now queen is evenmore only a macro unit and Zerg is the sole race to have only 1 spellcaster...

edit : for the larva, i think the S selectings eggs is quite disturbing. Also I always found that selecting multiple larva by hand (not with the hatchery button) should have let you make multiple units at the same time, pressing a key only once, and not pressing ten times the same shortcut letter like it is now.

edit 2 : is this thread a fake?
Touch eyeballs to screen for cheap laser surgery.
lololol
Profile Joined February 2006
5198 Posts
April 23 2010 11:56 GMT
#459
On April 23 2010 20:03 Adeeler wrote:
Show nested quote +
On April 23 2010 19:16 MorroW wrote:
i think its a lame idea to let ppl cancel larva
exactly what lololol said, larva morphing is a marine bar that goes up. and if we cancel marine it goes to 0 and normally larva die. it was fair but now its unfair imo

u get rushed and u have just started 4 drone, u can cancel and get 8 ling. this concept will help zerg get even more econ in the early stages


Not that i'm defending the change but your arguement is flawed in that you can instantly start making a unit again after canceling and don't lose anything for deciding instead of a marine you want a marauder or ghost but a zerg would be stuck either waiting for more larva to spawn or using up his macro potential on something that the other races can already do freely.

I don't like the change personally cos it was quite interesting and tense when you used up your larva and where stuck with them. But it is in tune with what terran and protoss can do with their production.

Considering how strong early terran and protoss cheeses can be this is a good change after some consideration.


A hatchery produces a unit every 15 seconds(x2 for zerglings), the morph time of the unit is a delay, it's not affecting your production speed, you will be spawning a unit every 15 seconds, no matter what the morph time is.
Normal production buildings lose the time spent producing the unit up to the point you cancel it, you can't get it back, but you can get the larva back and practically lose no production time.

For example: you cancel a unit that was building for 15 seconds in a standart production building and queue a different one, after a minute you will have 45 seconds of actual buildtime for your new unit.
You cancel an egg and build a different unit. After a minute you would still produce 4 units = 60 seconds of hatchery production time. With the old mechanic you would produce 3 units = 45 seconds of hatchery production time(equivalent to the example I gave, but worse if you cancel quickly or better if you cancel late).

Also, the new mechanic allows a hatch to have over the limit of 3 larva at the same time, by morphing and cancelling eggs, so it would keep producing new larva, despite that the larva aren't actually being used up. This leads to 6 pool producing 10 zerglings instead of 6.
I'll call Nada.
Obbalord
Profile Joined March 2010
Germany166 Posts
April 23 2010 12:01 GMT
#460
Did anyone tested if the new 8 colours are avaible in custom games? =) and is white & black there too?
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