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New Patch... 9.01? [Larve fix?] - Page 5

Forum Index > SC2 General
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Prev 1 2 3 4 5 All
4Servy
Profile Joined August 2008
Netherlands1542 Posts
April 24 2010 09:49 GMT
#81
wohoo lets rock
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 24 2010 10:00 GMT
#82
On April 24 2010 16:17 Bibdy wrote:
Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point.

Hah! That's a crazy bug. I wish they'd extend it to overlords while they were at it. Or maybe send the overlords to the worker rally. I don't think anyone wants their overlords to rally to the same place as their combat units.
I serve my houseguests slices of butter.
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 24 2010 10:08 GMT
#83
On April 24 2010 16:34 G4MR wrote:
Wtf this aint a fix, this is a complete revert lazy fucks.

What do you expect for such a quick fix? If you want to release a new patch in one day, you have to keep it simple.
They should of just fixed the exploit that gave extra larva after canceling.

That's a non-trivial design challenge.
I serve my houseguests slices of butter.
shankems2000
Profile Joined April 2010
United States103 Posts
April 24 2010 10:53 GMT
#84
Is anyone still experiencing the infinite loop problem with this patch too? It was infinite looping when I was installing patch 9, so when I saw that patch 10 was out, I figured the problem would be fixed. Any help would be appreciated as I recently pre ordered the CE and received my beta key and really want to play.
What the uff
OptimoPeach
Profile Joined July 2009
United States137 Posts
April 24 2010 11:42 GMT
#85
On April 24 2010 19:53 shankems2000 wrote:
Is anyone still experiencing the infinite loop problem with this patch too? It was infinite looping when I was installing patch 9, so when I saw that patch 10 was out, I figured the problem would be fixed. Any help would be appreciated as I recently pre ordered the CE and received my beta key and really want to play.

I experienced it when I installed patch 9, but after closing out the patcher and starting up SC2 again from the desktop icon it worked fine
StewKer
Profile Blog Joined April 2010
United States301 Posts
April 24 2010 13:01 GMT
#86
Glad to see they fixed this. Now to start laddering!
HerO Fan! || Coming back to SC2 is like finding an old friend!
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
April 24 2010 13:12 GMT
#87
Quick side question, how large of a file is patch 9?
ProgamerAustralian alcohol user follow @iaguzSC2
Rigid
Profile Joined March 2010
United States79 Posts
April 24 2010 13:17 GMT
#88
Did Anyone else get a total reset form this patch? Sigh im so damn sick of placement matches i cant even express it in words.
vvv-gaming.com
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 24 2010 13:22 GMT
#89
On April 24 2010 22:17 Rigid wrote:
Did Anyone else get a total reset form this patch? Sigh im so damn sick of placement matches i cant even express it in words.

everyone got reset

the reset bug is fixed now so id bet its at least 2 months before they will consider resetting again^^
Progamerpls no copy pasterino
7
Profile Joined February 2010
Canada1218 Posts
April 24 2010 13:28 GMT
#90
Man it's a good thing i waited a bit before i played my placement matches >.<
I love the sense of camaraderie when an entire line of cars teams up to prevent a dick from cutting in at the front. Stay strong, brothers!
Hush
Profile Joined March 2010
United States24 Posts
April 24 2010 13:35 GMT
#91
I think they should have kept it. I mean really just lower the health on zerglings or increase their psi limit or something. One thing I hate about SC2 is Queens stupidiest unit. Every other race can have multiple rax or what not but you have to wait for larva to spawn. YaaY Queens lets make it feel like a hero unit from warcraft you need to dick around with. Kill the Queen and your opponant is now limited to what their larva can produce. Last time I checked zerg was based on using a lot of units. THE SWARM!!!!
F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game?
Jsingles
Profile Joined April 2010
United States66 Posts
April 24 2010 14:40 GMT
#92
On April 24 2010 22:35 Hush wrote:
I think they should have kept it. I mean really just lower the health on zerglings or increase their psi limit or something. One thing I hate about SC2 is Queens stupidiest unit. Every other race can have multiple rax or what not but you have to wait for larva to spawn. YaaY Queens lets make it feel like a hero unit from warcraft you need to dick around with. Kill the Queen and your opponant is now limited to what their larva can produce. Last time I checked zerg was based on using a lot of units. THE SWARM!!!!
F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game?


you clearly werent getting hit by 12 lings by the time you had your first zealot halfway done like the rest of us.... it was OP as hell
Mid Diamond
kencheeto
Profile Joined April 2010
United States54 Posts
April 24 2010 15:01 GMT
#93
On April 24 2010 22:35 Hush wrote:
I think they should have kept it. I mean really just lower the health on zerglings or increase their psi limit or something. One thing I hate about SC2 is Queens stupidiest unit. Every other race can have multiple rax or what not but you have to wait for larva to spawn. YaaY Queens lets make it feel like a hero unit from warcraft you need to dick around with. Kill the Queen and your opponant is now limited to what their larva can produce. Last time I checked zerg was based on using a lot of units. THE SWARM!!!!
F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game?



what a silly thing to say. Neither toss nor terran can produce so many units simultaneously like zerg can, if you're careful with queen macro. For instance if you attack with a pop capped army and still macro larvae at a couple bases, you can recover very quickly after/during the attack with 10+ larva morphing immediately.

also.. increase psi limit? seriously?
Hush
Profile Joined March 2010
United States24 Posts
April 24 2010 15:15 GMT
#94
On April 25 2010 00:01 kencheeto wrote:
what a silly thing to say. Neither toss nor terran can produce so many units simultaneously like zerg can, if you're careful with queen macro. For instance if you attack with a pop capped army and still macro larvae at a couple bases, you can recover very quickly after/during the attack with 10+ larva morphing immediately.

also.. increase psi limit? seriously?


I see what you mean I actually though about it on my way to work I wrote that still in bed, but along the lines that I was thinking is that it would get people from bitching about zerling rushes if the player is forced to build more Overlords early. Also this helps in smaller maps when your opponant or opponants are chronoing in proxy zealots. You would be able to at least build enough forces to do some surrounds. But toss with a warpgate bam bam bam you have 3 zealots in a few seconds. You can't tell me that isn't huge. I've seen this save Orbs ass a ton of times or at least keep his push going. Either way I still hate the Queen.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-04-24 17:22:15
April 24 2010 17:18 GMT
#95
On April 24 2010 17:08 NicolBolas wrote:
The problem isn't that canceling an egg gets you larva back; that alone is not abuseable. The problem is that doing so allows you to stockpile larva beyond what you would normally be able to that early in the game. Thus, you can build up 5-6 larva, rather than 2-3.

Blizzard could easily have removed the abuseable part. Simply check the Hatchery when an egg is unmorphed; if the Hatch has less than 3 larva, then they get a larva back. If not, then no larva is returned. It allows a Zerg player to at least partially undo mistakes the way Terrans and Protoss can.

Did you even read the link? Being able to cancel back to larva gives zerg a ridiculous amount of production flexibility. It has nothing to do with being able to stockpile larvae, because so long as you never go over 3 larvae, you lose no production time in the long run by canceling drones and turning them into units, not to even mention the fact that starting units off saved larvae before cancelling old eggs still lets you cheat any limit you put on larva count. As the article suggests, this could be abused in such a way that makes larva management trivial--always build drones, and cancel for units when needed.

As far as "undoing mistakes", the pre-patch 9 way of doing things is actually closer to parity than being able to get larvae back. Here's an example with the patch 9 setup:

A zerg player builds 5 hydralisks in X amount of time. If he started 2 mutalisks, then decided he needed hydras, he could cancel and still get 5 hydralisks in X time, so long as he never let 3 larvae sit at any one hatchery. Even if he did have 3 larvae, he could start those on units first before canceling the hydralisks, in order to "cheat" the larva limit.

A Terran player builds 5 marauders in X amount of time. If he started 2 marines, canceling them would forever lose that production time. It is now impossible to get the marauders in that same amount of time.
Moderator
Hush
Profile Joined March 2010
United States24 Posts
April 25 2010 11:59 GMT
#96
So does anyone else when creating a game to play a comp no longer see the options to play easy hard ect only very easy?
kencheeto
Profile Joined April 2010
United States54 Posts
April 28 2010 01:17 GMT
#97
On April 25 2010 20:59 Hush wrote:
So does anyone else when creating a game to play a comp no longer see the options to play easy hard ect only very easy?


this is the way the beta has been the entire time iirc. Blizzard wants to test balance by having players play each other, not the AI
Hot_Bid
Profile Blog Joined October 2003
Braavos36388 Posts
April 28 2010 01:18 GMT
#98
New patch fixes larvae issue; thread locked.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
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