Marauder Nerf
Ultra Buff
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Shenron
United States105 Posts
Marauder Nerf Ultra Buff | ||
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Lollersauce
United States357 Posts
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NiiPPLES
United Kingdom201 Posts
On May 06 2010 09:08 Random() wrote: Show nested quote + On May 06 2010 09:03 ungood wrote: There has always been an update to the git repository before the previous patches. There is no such update yet: http://github.com/grum/sc2-dev/commits/master# Can you tell me why this repository is public if it is used by sc2 devs? Because it's not. | ||
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leveller
Sweden1840 Posts
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ungood
United States75 Posts
On May 06 2010 09:08 Random() wrote: Show nested quote + On May 06 2010 09:03 ungood wrote: There has always been an update to the git repository before the previous patches. There is no such update yet: http://github.com/grum/sc2-dev/commits/master# Can you tell me why this repository is public if it is used by sc2 devs? No idea, but it has definitely had updates committed to it before the patch notes were released. Notice it doesn't have any source - only files that are available to anyone with a MPQ editor. I imagine this is updated by a continuous integration tool and left public intentionally for some reason unknown to me. | ||
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Corvi
Germany1406 Posts
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Logitech.user
10 Posts
On May 06 2010 09:12 Corvi wrote: StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes * Fixed an issue where Larva were not dying after being cancelled. * Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. you be trollin | ||
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Vei
United States2845 Posts
The idea for FF's to be "neutral buildings" was a good idea, if they were autotargetted that would just be a trainwreck. That said, I'm more in favor of rebalancing the spell without making it attackable. | ||
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tnud
Sweden2233 Posts
On May 06 2010 09:12 Corvi wrote: StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes * Fixed an issue where Larva were not dying after being cancelled. * Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. trolololololololololol | ||
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hhkx
Canada757 Posts
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YoonHo
Canada1043 Posts
On May 06 2010 09:12 Corvi wrote: StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes * Fixed an issue where Larva were not dying after being cancelled. * Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. How many times has this been posted now? | ||
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WorkersOfTheWorld
United States619 Posts
I don't think so. | ||
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Kinky
United States4126 Posts
On May 06 2010 09:12 Corvi wrote: StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes * Fixed an issue where Larva were not dying after being cancelled. * Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. That was a few weeks ago... | ||
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Hyperion2010
United States122 Posts
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arb
Noobville17922 Posts
On May 06 2010 09:12 leveller wrote: http://us.blizzard.com/en-us/company/press/pressreleases.html?100505 I just found this maybe you all saw it already but Im afraid this will just be for facebook integration. Seems like the game is pretty much finished in blizzards eyes. considering they said they were looking into making more units usable im calling a troll | ||
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sputnik.theory
Poland449 Posts
On May 06 2010 09:13 YoonHo wrote: Show nested quote + On May 06 2010 09:12 Corvi wrote: StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes * Fixed an issue where Larva were not dying after being cancelled. * Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. How many times has this been posted now? It's being posted b/c it's the official info you link to through the game client. | ||
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Mios
United States686 Posts
so i doubt its today, which means a real patch, yay. | ||
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uberdeluxe
Canada306 Posts
On May 06 2010 07:10 KhAlleB wrote: I don't think this will be the facebook thing already Is that something there actually doing? (has it been officially released?) | ||
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Skee
Canada702 Posts
On May 06 2010 09:14 arb wrote: Show nested quote + On May 06 2010 09:12 leveller wrote: http://us.blizzard.com/en-us/company/press/pressreleases.html?100505 I just found this maybe you all saw it already but Im afraid this will just be for facebook integration. Seems like the game is pretty much finished in blizzards eyes. considering they said they were looking into making more units usable im calling a troll You have a troll's phone number. Seriously though, this is taking forever. Im just going to go play some other game for once. =O | ||
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TheNomad
United States134 Posts
Terran: Battlecruisers - Increased movespeed (Maybe to that of a siege tank, no specific number but it NEEDS an increase, as of now they can be avoided very easily) Thor - Increased movespeed and decreased size. Marine Combat Shields - Now affects Reapers, Marauders, and Ghost along with the Marine. Marauder - Decreased starting hp by 15 Siege Tank - Reduced gas cost to 100. Marines - Reduced building time back to 20 seconds (Reactor Nerf was enough IMO) Orbital Command - Can now load up to 5 units. Supply Drop - Now gives +2 armor to supply depot and +12 Food (up from 8) Hellions - Attack animation is now smoother and more fluent. (I think we all know what I am talking about) Reaper - Now have Remote Mines, upgraded at Tech Lab for 75/75 (90 second research time). These mines are placed just like spider mines in SC1 however they have to be manually detonated. (I believe Terran needs this desperately, it would increased their much needed mobility and map presence by a good amount, and allow for much more diverse play in the early game, as well as giving reapers more of a purpose mid/late game) SCV - Now have 50 HP, up from 45. Engineering Bay - Turret/Auto-Turret/PDD Range upgrade and bunker/cc cargo space upgrade combined, cost combined, research time stays the same. Vikings - While in Assault mode are affected by Mech upgrades instead of Air upgrades. Still affected by ship upgrades in flier mode. (Allows to incorporate them better into mech builds) I don't necessarily think we need ALL of these buffs, but there are many small things like this that could easily be fixed without breaking the game and increasing the diversity of play 10 fold. I am sick of playing Terran with my crappy mobility and after I move out a group of blink stalkers and colossus roll into my base within seconds and fuck everything up and make it back to their base in time to defend my push. Battlecruiser's are so slow, along with Thor's and the immobility of tanks (tanks are understandable they are immobile by nature) But the only mobility of Terran is in the medivac and that is just unacceptable. I take all these proposals in to strong consideration and I honestly think about the downsides of them, I think that the Reaper mines would need testing, along with the Combat Shield buff, and Marine production time reducing would take a bit of fiddling around with and could be re-nerfed but I think it would work out great. | ||
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