This doesn't make sense at all. Zealots already have Charge ability, does that mean using CB on the would increase the movement speed, along with increasing Charge's speed?
New patch? - Page 7
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apm66
Canada943 Posts
This doesn't make sense at all. Zealots already have Charge ability, does that mean using CB on the would increase the movement speed, along with increasing Charge's speed? | ||
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GoodCat1
Israel266 Posts
On May 06 2010 07:49 HDstarcraft wrote: I don't usually do this, but it sounds like fun to theorycraft some possible changes: Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored. Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it. Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings. Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy. Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade. Ultralisk Cavern: Armor upgrade removed Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored. Siege Tank: Gas cost lowered from 125 to 100. nice,HD ![]() agree on everything! | ||
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MrLimeKing
Canada40 Posts
On May 06 2010 07:46 Bane_ wrote: Maybe the new broodlords will still do a basic attack when out of energy? The intent was that the still have the normal attack, they just dont spawn broodlings. They would have enough energy for a decent battle, the purpose of the energy is so that they can be EMPed or Feedbacked. | ||
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Doveh
United States11 Posts
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GoodCat1
Israel266 Posts
except the immortal nerf :O | ||
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NiiPPLES
United Kingdom201 Posts
Likewise. | ||
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LarJarsE
United States1378 Posts
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MrLimeKing
Canada40 Posts
On May 06 2010 07:51 apm66 wrote: "You can Chrono Boost units to increase their movement speed, shield regeneration and energy regeneration. Zealots are able to catch up with Reapers that stop to kite but not Reapers that just escape." This doesn't make sense at all. Zealots already have Charge ability, does that mean using CB on the would increase the movement speed, along with increasing Charge's speed? You can Chrono Boost any unit. The Zealot was just an example, because it would be a decent change to counter Reaper cheese. Also, it would recharge shields, making the Nexus a psuedo-Shield Battery. | ||
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Dr.Frost
United States389 Posts
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blabber
United States4449 Posts
On May 06 2010 07:54 MrLimeKing wrote: You can Chrono Boost any unit. The Zealot was just an example, because it would be a decent change to counter Reaper cheese. Also, it would recharge shields, making the Nexus a psuedo-Shield Battery. Chrono Boost on void rays would be a bit too powerful imo | ||
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Mutaahh
Netherlands859 Posts
the first sc2 patch I experience, (have beta since a week) | ||
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Avaclon
United States80 Posts
On May 06 2010 07:39 MrLimeKing wrote: Patch 11 ----- Terran -- -Hellions control and attack differently so they are better at hit and run. -Missile Turrets now have the Overload ability. Overload prevents units that it hits from using abilities for a few seconds. Effectively this prevents Voids from charging up. -Snipe can now be used inside a bunker. Protoss -- -You can Chrono Boost units to increase their movement speed, shield regeneration and energy regeneration. Zealots are able to catch up with Reapers that stop to kite but not Reapers that just escape. -Archons draw units together with each attack. The area is wide, but the force is strongest near the middle. This causes units to clump more so than usual and is particularly useful against air. -A Sentry cannot attack for a short time after it drops a forcefield. Zerg -- -Brood Lords now have energy and require energy to spawn Broodlings on each attack. -Ultralisks spawn Broodlings upon death and create a small Dark Swarm if they are hit for more than 40 damage in a single hit. I really like these changes. Especially the Archon one. Give poor old Archon something to do. | ||
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RageOverdose
United States690 Posts
Actually, it's a buff against all non-armored units, just a nerf on armored units. Against non-armored, they do +5 more than now, with +3 instead of +2 for each upgrade. I guess his idea was to offset the large loss of damage (although it's still a lot) to armored by increasing it's damage to everything else. | ||
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Conris
United States79 Posts
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guitarizt
United States1492 Posts
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Bensio
United Kingdom621 Posts
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Conris
United States79 Posts
On May 06 2010 07:59 Bensio wrote: +1 to HD's suggestion, that and temps need love, also I want my GOLIATH ONLINE!!! no because goliaths went from a semi cyborg pilot to an overweight bald guy with orange beercap looking goggles, they were fired. | ||
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kathode
United States265 Posts
On May 06 2010 07:18 Gareth wrote: Whats wrong with the Sentry, or the colossi, Or the mothership ><?! I LOVE COLOSSI, THEY ROAST THE 3M BALL LYK SMOARS....DUN NERF PLSSSZZZZZZ ._. There needs to be a way to destroy the FF or dispel it IMO. Its not that imbalanced though so it's not that big of a deal I think. | ||
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OneWhoIsMany
Canada292 Posts
"John Creed earned the achievement 100 solo wins as protoss" How annoying would that be. | ||
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vOddy
Sweden402 Posts
On May 06 2010 07:15 mity wrote: Teamliquid Forum integration. :D We all can dream. Hahaha, I'd pick that over Facebook or Emospace any day. | ||
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