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On July 08 2010 06:17 BlasiuS wrote:Show nested quote +On July 08 2010 06:12 koppik wrote: Even before 250mm was moved to an upgrade, it wasn't being used that often. It probably doesn't make the biggest deal in terms of balance since thors have so much utility without it, but it's such a cool ability that I'd like it if it was more useful. frankly there was only about a week or so where ultras were being used against terran mech. I don't think patch 14/15 were played enough to see thors & 250 mm cannon get used to their fullest extent. I'm pretty sure that once zerg gets 3+ ultras, 250 mm strike cannon will always be worth getting.
Keep in mind that simply because your opponent is getting ultras is not o I have no choice but get the cannons...
You must make sure you can deal with the infestors first.. If you have the cannons researched when the infestor NP's you the zerg player has the cannon upgrade as well. Thors are not immune to stun therefore once a NPed thor cannons another thor you have 2 choices a kill the infestor or b kill your own thor before the cannons finish. Its all about what zergs composition is as compared to what the terrans composition is.
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On July 08 2010 06:21 stet_tcl wrote:Argh, it seems they moved the location hotkeys to F8-F11. How the hell are we supposed to use them now?? + Show Spoiler [Screenshot] +WTF Blizzard!? Wow, that is quite stupid.
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On July 08 2010 06:23 iEchoic wrote: Making ultras the de-facto mech killer is really dangerous for game balance. Terran's only other real option is MMM which basically all Zerg players can absolutely manhandle with infestors at this point.
As for right now, they're only a part of the puzzle.
I agree that it's a very bad idea to base anti mech solely on the Ultra, though.
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On July 08 2010 06:22 Klumaster wrote: I thought you could shift-click your rally point a few times to create a rally path? Have we confirmed that you can't hold shift, then right click, A, left click to create an attack-move rally point anyway?
No, hitting "A" won't do anything because you have a building selected, not a unit. You CAN shift queue waypoints, ie tell the units to walk to different places, but you can't shift attack move until the units actually exist.
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People who prefer the Attack-move rally never played BW. It's extremely frustrating when the opponent pushes on the borders of your base and the new spawning units just suicide into the opponent. It's a lot more beneficiary to rally your units to move to further inside your base to perhaps a static defense structure and muster a big enough force to surround the opponent. So no, it's not just a "pay more attention" change.
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On July 08 2010 06:27 Piski wrote:By moving your hand I guess
I guess they were trying to remove the shared keys between locations and heroes...but failed because F8 is still used for both. Plus its not even on the same group F keys because F12 is the help menu (which I really hope they remove from the in-game screen).
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I'm not sure if anyone mentioned this, but the rally point change is probably to just add a little more micro into the game. If you misrallied before, your units would at least attack and do some damage but now you must be extra careful to get your rally point's correct.
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On July 08 2010 06:33 cHaNg-sTa wrote: People who prefer the Attack-move rally never played BW. It's extremely frustrating when the opponent pushes on the borders of your base and the new spawning units just suicide into the opponent. It's a lot more beneficiary to rally your units to move to further inside your base to perhaps a static defense structure and muster a big enough force to surround the opponent. So no, it's not just a "pay more attention" change. exactly, it's to make rally's "easier" for players. which i guess i support.
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Sorry that this is slightly off topic... I'm guessing that our screen names will be the same as beta phase 1 but we'll be able to pick new ones for the final release, right? *noob*
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They appear to have removed "Extreme" shaders, which, if I recall correctly, enabled "SSAO".
Graphics settings overall seem tweaked.
Edit: Yeah, maxed out, in variables.ini "ssao=0". Can still enable it through console.
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On July 08 2010 06:38 Winks wrote: Sorry that this is slightly off topic... I'm guessing that our screen names will be the same as beta phase 1 but we'll be able to pick new ones for the final release, right? *noob*
In the 1st phase you could change your name everytime they reset the ladder servers. This time should be no different.
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On July 08 2010 06:34 PrinceXizor wrote:Show nested quote +On July 08 2010 06:33 cHaNg-sTa wrote: People who prefer the Attack-move rally never played BW. It's extremely frustrating when the opponent pushes on the borders of your base and the new spawning units just suicide into the opponent. It's a lot more beneficiary to rally your units to move to further inside your base to perhaps a static defense structure and muster a big enough force to surround the opponent. So no, it's not just a "pay more attention" change. exactly, it's to make rally's "easier" for players. which i guess i support.
It's notably frustrating vs bunker rushes as Zerg. Especially as you literally have to babysit when your queen comes out, and even then it will still take excessive hits, even if you're watching it, just because it will move a few steps before you can possibly click and give the move command.
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The patch left me with a lot to be desired. I mean one month and they come up with this?
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On July 08 2010 06:42 Monkeyz_Rule wrote:Show nested quote +On July 08 2010 06:38 Winks wrote: Sorry that this is slightly off topic... I'm guessing that our screen names will be the same as beta phase 1 but we'll be able to pick new ones for the final release, right? *noob* In the 1st phase you could change your name everytime they reset the ladder servers. This time should be no different.
Didn't even notice that before, lol... thanks!
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Umm.. they made ultras weaker I thought to balance the effect of frenzy? Did they forget to compensate for removing it or am I wrong?
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On July 08 2010 06:28 Gurls wrote:Wow, that is quite stupid.
No, its an ingenious way to make macro harder with MBS.. The guys @ the round table spent half the downtime on the idea when they saw a year old article on why it was significant, and finally understood.
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On July 08 2010 06:43 Infiltrator wrote: The patch left me with a lot to be desired. I mean one month and they come up with this?
How can you patch when your playerbase isn't testing at all. You'd just balance out of the blue which is a bad idea :p
And i kinda disagree on the ultralisk part, i have a feeling broodlords will be playing a larger role as time progresses. But that's only me
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On July 08 2010 06:42 FabledIntegral wrote:Show nested quote +On July 08 2010 06:34 PrinceXizor wrote:On July 08 2010 06:33 cHaNg-sTa wrote: People who prefer the Attack-move rally never played BW. It's extremely frustrating when the opponent pushes on the borders of your base and the new spawning units just suicide into the opponent. It's a lot more beneficiary to rally your units to move to further inside your base to perhaps a static defense structure and muster a big enough force to surround the opponent. So no, it's not just a "pay more attention" change. exactly, it's to make rally's "easier" for players. which i guess i support. It's notably frustrating vs bunker rushes as Zerg. Especially as you literally have to babysit when your queen comes out, and even then it will still take excessive hits, even if you're watching it, just because it will move a few steps before you can possibly click and give the move command. I don't think this will affect queens though will it? Queens don't follow the rally point so they might be unaffected by this change.
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On July 08 2010 06:44 Mr.E wrote: Umm.. they made ultras weaker I thought to balance the effect of frenzy? Did they forget to compensate for removing it or am I wrong?
Well they can't be stunned / mined controlled at all now, which is quite nice. However I'd agree on a HP increase of 50-100 HP.
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On July 08 2010 06:44 Mr.E wrote: Umm.. they made ultras weaker I thought to balance the effect of frenzy? Did they forget to compensate for removing it or am I wrong?
One step at a time.
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