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Patch 16 Notes

Forum Index > SC2 General
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getSome[703]
Profile Blog Joined December 2009
United States753 Posts
Last Edited: 2010-07-07 20:39:27
July 07 2010 20:36 GMT
#1
No topic specifically for patch 16 exists at the time of posting. Sorry if there end up being duplicates (:

Source: http://us.starcraft2.com/launcher/patch-notes.htm

Patch notes are up!


StarCraft II Beta - Patch 16 (version 0.19.0.15976)
StarCraft II Beta – Patch 16 (version 0.19.0.15976)

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

General

Rally points now behave as a move command, instead of an attack move command.
Enabled the ability to manually add a StarCraft II character friend using the player's character code. Character code is a server-assigned numerical code that is displayed within the Add Friend panel.
Battle.net Achievements & Rewards have been updated.
All Quick Match modes are now available: 1v1, 2v2, 3v3, 4v4, and Free For All.
All A.I. difficulties are now available for play.
Cooperative matchmaking versus A.I. players is now available as a play mode.
Enabled cross-game social features between World of Warcraft and StarCraft II.


Balance Changes

ZERG

Infestor

Frenzy spell removed.
Infested Terran spell added.


Overseer

Infested Terran spell removed.


Ultralisk

Now immune to stuns and mind control.
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
July 07 2010 20:36 GMT
#2
Holy crap!!!
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
July 07 2010 20:37 GMT
#3
Source please
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 07 2010 20:37 GMT
#4
FINALLY rally points are move instead of attack move. Thank you, Blizzard
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 07 2010 20:37 GMT
#5
On July 08 2010 05:37 Integra wrote:
Source please

http://us.starcraft2.com/launcher/patch-notes.htm
Fire44
Profile Joined July 2010
Germany7 Posts
July 07 2010 20:37 GMT
#6
Where is the lurker ?
SI2
Profile Joined May 2010
Canada33 Posts
July 07 2010 20:37 GMT
#7
GG, not sure if the ultra is still worth it.
Deleted User 39582
Profile Joined August 2008
317 Posts
July 07 2010 20:37 GMT
#8
post source please
Glaven
Profile Blog Joined April 2010
Canada554 Posts
Last Edited: 2010-07-07 20:37:56
July 07 2010 20:37 GMT
#9
http://us.starcraft2.com/launcher/patch-notes.htm

Edit: Damn beaten
Special Tactics
7mk
Profile Blog Joined January 2009
Germany10157 Posts
July 07 2010 20:37 GMT
#10
aw man if they put in the correct effort and remove frenzy couldnt they have replaced it with a good or at least more interesting spell?

thank god for the rally point fix though
beep boop
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
July 07 2010 20:37 GMT
#11
oooook....

User was warned for this post
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
July 07 2010 20:37 GMT
#12
Oh hell yeah finally the buff zerg needs!
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 07 2010 20:37 GMT
#13
What do you guys think about the new rally point system ?
Commentatorhttp://twitter.com/proxywolf
TL+ Member
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 07 2010 20:38 GMT
#14
Ultras imune to stuns. GG terran mech u so dead now.

+ personaly i dont like the idea of waypoints being the same as sc1, ive gotten used to the sc2 waypoints .
Life is Not worth Dying for.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
July 07 2010 20:38 GMT
#15
On July 08 2010 05:37 ThePassingShadow wrote:
What do you guys think about the new rally point system ?

This is great! :D
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Trok67
Profile Joined May 2010
France384 Posts
July 07 2010 20:38 GMT
#16
don't realle see any buff ... they just get rid of their useless frenzy spell
lostshard
Profile Joined July 2009
United States95 Posts
July 07 2010 20:38 GMT
#17
On another site someone claims to have datamined achievements out of the patch:+ Show Spoiler +
Training Day
Train 10 Marines during the first 320 seconds of a single Melee game.

Zealot Push
Warp in 5 Zealots during the first 250 seconds of a single Melee game.

Zergling Rush
Morph 20 Zerglings during the first 255 seconds of a single Melee game.

Can't Touch This!
Dodge a Raven Seeker Missile in a Melee game.

One-Finger Discount
Cancel construction of a structure that is being destroyed by an opponent in a Melee game.

Free-for-All Crusher
Destroy a total of 100 enemy units in Free-for-All Quick Match games.

Fast Expand
Expand during the first 225 seconds of a Melee game.

Erector Time
Build a Factory during the first 270 seconds of a Melee game.

It's Morphing Time
Mutate a Lair during the first 285 seconds of a Melee game.

Warp In Time
Warp in a Twilight Council during the first 275 seconds of a Melee game.

Protoss Macro Master
Have 9 Protoss units warping in simultaneously in a League game.

Terran Macro Master
Have 9 Terran units training simultaneously in a League game.

Zerg Macro Master
Have 21 Zerg units morphing simultaneously in a League game.

Work, Work
Win a League game without exceeding 30 seconds of total idle harvester time.

Denied
Destroy an enemy Command Center, Hatchery, or Nexus while it is under construction in a League game.

Meatgrinder
Kill 50 supply worth of units within 15 seconds in a Melee game.

I See Dead Units
Destroy 10 cloaked or burrowed units in a single Melee game.

The Rich Get Richer
Deplete 10 Rich Mineral Fields in a single Melee game.

Raining Blood
Destroy a fully loaded transport in a League game.

Fire Fighter
Save 8 burning Terran structures in a single Melee game.

A Roach's Life
Regenerate 500 life on a single Roach without taking friendly fire in a League game.

Frugal Fighter
Regenerate 500 shield energy on a single unit without taking friendly fire in a League game.

Warp In Madness
Warp in 100 units with Warp Gates in a single League game.

Big Brother Is Watching
Hold a Xel'Naga Tower for 5 consecutive minutes in a League game.

City Builder
Complete all the Economy achievements.

Supreme Being
Complete all the League Combat achievements.

Welcome Back, Commander
Complete all the Melee Combat achievements.

Hot Pickup
Load a Dropship with a unit that is under attack in a League game.

Unbreakable!
Destroy 40 units with a single unit in a single League game.

Counter-Proof
Attack for 20 seconds with no counterattacks in a League game.

Auto-Kill
Using Auto-Turrets, destroy 20 SCVs in a single League game.

To The Shadows I Run
Use Blink to save a Stalker in a Melee game.

Meet the Spy
Kill 5 Changelings in a single League game.

Shroom Absorption
Absorb 1,000 damage with hallucinations in a single League game.

Just an Illusion
Control 15 hallucinations at once in a Melee game.

The Flying Heal Bus
Heal 5,000 life with Medivacs in a single League game.

Psionic Death
Destroy 20 units with a single High Templar in a Melee game.

Infested Terror
Destroy 30 units with Infested Terrans in a single League game.

MULE X'ing
Call down 30 MULEs in a single League game.

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.

Nuclear Launch Detected
Kill 15 enemy units with a single Nuke in a League game.

The Back Door
Using Warp Prisms, warp in 50 units in a single Melee game.

Beep, Beep, Boom!
Destroy 6 units with a single Seeker Missile in a League game.

Professionals Have Standards
Destroy 20 units with Sniper Rounds in a single League game.

Centurion Queen
Create 100 Larvae with Queens in a single League game.

Distorted Reality
Capture 50 enemy units in a single Vortex in a Melee game.

Yamato Master Blaster
Destroy 20 units with Yamato blasts in a single League game.

Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Neighborly Help
Heal 300 life on friendly units in a single League game.

Just a Scratch
Repair 1,000 life on allied structures in a single Melee game.

Carnage Hall
Destroy 4 Command Centers, Hatcheries, or Nexuses in a single League game.

Play Replay
Watch any Battle.net replay.

FFA Gladiator
Destroy a total of 5,000 enemy units in Free-for-All Quick Match games.
The Insane
Jettster
Profile Joined July 2009
United States73 Posts
July 07 2010 20:38 GMT
#18
lol they need to just let the infested terran die or atleast make it more viable
It's not who you play, it's how you play.
caseeker
Profile Joined April 2010
United States63 Posts
July 07 2010 20:38 GMT
#19
cannot be, its way too short...
Vessel
Profile Joined June 2010
United States214 Posts
July 07 2010 20:39 GMT
#20
On July 08 2010 05:37 Fire44 wrote:
Where is the lurker ?


he will not be in the game before the x-pac and possibly not ever. there was an interview about it
az2
Profile Joined March 2010
United States62 Posts
July 07 2010 20:39 GMT
#21
why does rally point fix matter?
Yoshi-
Profile Joined October 2008
Germany10227 Posts
July 07 2010 20:39 GMT
#22

Enabled cross-game social features between World of Warcraft and StarCraft II.


oh yea, now everyone is happy
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 20:39 GMT
#23
I like the identifier reimplementation, though honestly I always kind of knew that was coming.

As silly as it is, I also like the WoW implementation because I have a lot of guildmates who I left behind when I quit WoW, so it'll be nice to be able to get in contact with them again.

The changes to the Infestor, Ultralisk, and Overseer are not that unexpected. Though infested terran is still an incredibly incredibly useless move >.<
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
July 07 2010 20:39 GMT
#24
500mb for this?! :S
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
July 07 2010 20:39 GMT
#25
Well the rally point change is good. Glad they finally fixed that.
The rest is just basically nothing.
Don't hate the player - Hate the game
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
July 07 2010 20:39 GMT
#26
On July 08 2010 05:37 ThePassingShadow wrote:
What do you guys think about the new rally point system ?

its like brood war
so its awesome
more weight
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 07 2010 20:39 GMT
#27
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
July 07 2010 20:39 GMT
#28
I thought the patch notes would be a bit more... exciting and full... Good about the rally points though.
SLTorak.Hobo
Profile Joined February 2010
Canada67 Posts
Last Edited: 2010-07-07 20:40:08
July 07 2010 20:39 GMT
#29
The infested terran spell being moved back to the infestor seems kind of odd, or did people want that?
.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 20:39 GMT
#30
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.
Konsume
Profile Joined February 2010
Canada466 Posts
July 07 2010 20:39 GMT
#31
rofl infested terran back on infestor..... but still super sucky! =X

oh well... where is the damage buff from frenzy on the ultras?
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
July 07 2010 20:40 GMT
#32
the only use for the 250 MM Thor thingy will be Collosus/ buildings... That thing should be buffed :p!

Through, interesting patch for Zerg later game!
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
HyruleanTubist
Profile Blog Joined October 2009
United States189 Posts
July 07 2010 20:40 GMT
#33
Even if its on the Infestor, I don't see anyone using the infested terran spell. Fungal Growth is better in every circumstance I can think of, except for having a serious anti-air problem that can't be dealt with any other way. And I don't think anyone will get infestors for their anti-air capabliities.
NeSS1
Profile Joined April 2010
United States101 Posts
Last Edited: 2010-07-07 20:45:47
July 07 2010 20:40 GMT
#34
Many of the complaints about Starcraft 2 involve the obviously lower skill cap. Removing the waypoints is a way of raising the skill cap.

As for the Zerg changes, they are absolutely great. ^_^
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 07 2010 20:41 GMT
#35
They might update it with more but some of the league things are silly, at least the melee ones you can do without losing rank
Life is Not worth Dying for.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
July 07 2010 20:41 GMT
#36
i think it makes more sense to be teh way they were in SC1 and not A+move.
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 07 2010 20:41 GMT
#37
Ultralisk change is . Really sad to see such an exception made for a unit. Ultra would be fine even if you just removed frenzy outright.
Logo
koppik
Profile Joined April 2010
United States676 Posts
July 07 2010 20:41 GMT
#38
Thor 250mm is still probably pretty good against ultras. Like infested terran back on infestors. It's obviously not the greatest spell ever, but it's occasionally useful on them.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
July 07 2010 20:41 GMT
#39
On July 08 2010 05:39 theqat wrote:
Show nested quote +
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.

"Dark Pleasure" | | I survived the Locust war of May 3, 2014
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 07 2010 20:41 GMT
#40
what! infested terran on the overseers was SOOO much better than on the infestor! uggh that makes me sad i wanted to see some awesome overseer plays in the future. Hopefully blizz will soon give it another ability to replace it. Also yay for the move rally!!!
Absence of evidence is not evidence of absence.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 07 2010 20:42 GMT
#41
On July 08 2010 05:40 ToastieNL wrote:
the only use for the 250 MM Thor thingy will be Collosus/ buildings... That thing should be buffed :p!

Through, interesting patch for Zerg later game!


I vote for bringing it back to not requiring an upgrade, terran has to many upgrades for abilities already
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Dental Floss
Profile Joined September 2009
United States1015 Posts
July 07 2010 20:42 GMT
#42
The game feels just about perfect now. I'm so glad that frenzy is gone and infested terran is back. I got a lot of cool use out of that spell and really loved tossing 8-10 ITs onto a cliff for harass or stopping harass.
Kim Tae Gyun.... never forget Perfectman RIP
neurolite
Profile Joined June 2010
Canada26 Posts
July 07 2010 20:42 GMT
#43
This makes 250mm cannon pretty useless, not really sure how i'm gonna counter mass ultras now, I guess mass banshees?
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 07 2010 20:42 GMT
#44
Hello rally point change that was mentioned almost 2 years ago as a necessary change.
Kind of want to try out the other AI difficulties as well.
allowicious
Profile Blog Joined April 2007
United States972 Posts
July 07 2010 20:42 GMT
#45
On July 08 2010 05:39 az2 wrote:
why does rally point fix matter?


When you proxy, your rallied units will go straight to the enemy base (or wherever your rally point is) instead of going off to randomly chase some scouting worker
lalalalala~~~
Luvz
Profile Blog Joined June 2008
Norway356 Posts
July 07 2010 20:43 GMT
#46
On July 08 2010 05:37 SI2 wrote:
GG, not sure if the ultra is still worth it.



Cant belive ur saying this. its been viable for ages now ever sience the last buff it got. close to evry high tier zerg player iv seen the past months has been useing it.
Norway ~ Home of the brave <3
hoborg
Profile Blog Joined December 2009
United States430 Posts
July 07 2010 20:43 GMT
#47
Aww yeah, comp stomps are back, time to casual the shit out of this game.

And now I get to make fun of my friends who play WoW while I'm playing SCII? Sweet.

I never had a problem with the attack move rally point, but people who are better than me said it is bad, so I guess I'm happy about that?
blbl | CJ and ACE fighting!
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 07 2010 20:44 GMT
#48
To be honest I liked Infested Terrans on the Infester, having 6-8 Infesters you could drop down a near instant support-force - while it is only temporary I personally am glad its back.
i-bonjwa
LuCiD37
Profile Joined July 2010
United States150 Posts
July 07 2010 20:44 GMT
#49
So what do people really think about the new rally system? I'm not sure if I like it more than I dislike it. Any thoughts on this? I don't believe I have heard any discussion on this issue.

And hooray for bringing back infested terrans for the infestors... It's odd that they did not mention a new energy cost (note: infested terran energy cost was upped to 125 when it was given to the overseer). Next they'll probably give the infested terran to the mothership and see if protoss want to take a shot at not using the ability ever.
gun.slinger
Profile Blog Joined May 2010
Canada258 Posts
July 07 2010 20:44 GMT
#50
On July 08 2010 05:42 neurolite wrote:
This makes 250mm cannon pretty useless, not really sure how i'm gonna counter mass ultras now, I guess mass banshees?


You do realise that 250 isn't just one big stun right? It's 1 shot those dear ultra so yeah it is going to be harder but far from useless.
LIQUID HWAITING
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 07 2010 20:44 GMT
#51
On July 08 2010 05:42 jamesr12 wrote:
Show nested quote +
On July 08 2010 05:40 ToastieNL wrote:
the only use for the 250 MM Thor thingy will be Collosus/ buildings... That thing should be buffed :p!

Through, interesting patch for Zerg later game!


I vote for bringing it back to not requiring an upgrade, terran has to many upgrades for abilities already


That might make Thor drops a little too powerful (run in, take out an extractor or something and then just bail instantly).
my hair is a wookie, your argument is invalid
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 07 2010 20:44 GMT
#52
On July 08 2010 05:40 ToastieNL wrote:
the only use for the 250 MM Thor thingy will be Collosus/ buildings... That thing should be buffed :p!

Through, interesting patch for Zerg later game!


It's also great for immortals...
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
July 07 2010 20:45 GMT
#53
Wicked changes here.
Frenzy was a boring spell.
Love mah spawned terranz.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
Jdanzi
Profile Joined March 2010
England78 Posts
July 07 2010 20:46 GMT
#54
Lol, what is this shit. So basicly blizzard have gone back a patch in regards to zerg abilities. The only thing of any real merit to the majority of us here is the addition of rally points now being move. Well I guess at least one thing is decent... can't believe it took a month to do this though, lol.
HezzerBoy
Profile Joined May 2010
Canada59 Posts
Last Edited: 2010-07-07 20:47:13
July 07 2010 20:46 GMT
#55
Ultras are very viable and u can still beat them with marauders or banshee.

Jdanzi they were upgrading their hardware so they would be ready for launch.. also they changed alot of the interface ect.
-FTW
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
July 07 2010 20:46 GMT
#56
Not enough changes. Expected more maps too. Kinda disappointed.
Europe Server Diamond Player: ID=Necrosjef Code=957
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 20:46 GMT
#57
On July 08 2010 05:41 Integra wrote:
Show nested quote +
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
July 07 2010 20:46 GMT
#58
Good thing with the rally points. If I want my units to attack, I'll tell them to myself. Control over your units is good.
n3mo
Profile Joined May 2010
United States298 Posts
July 07 2010 20:46 GMT
#59
is it just me, or do a lot of those achievements (if they're real) reference tf2?
and does 250 mm cannon really have much use now? the stun capability was useful for stopping large/massive units, but as the colossus outranges, and enemy thors have the same range, i don't see much point in it now. perhaps just immortals =P
My hatred for [banelings] is way greater than my compassion
LuCiD37
Profile Joined July 2010
United States150 Posts
July 07 2010 20:46 GMT
#60
On July 08 2010 05:43 Morgynia wrote:
Show nested quote +
On July 08 2010 05:37 SI2 wrote:
GG, not sure if the ultra is still worth it.



Cant belive ur saying this. its been viable for ages now ever sience the last buff it got. close to evry high tier zerg player iv seen the past months has been useing it.



True story. Watch Jinro vs Lelush on Kulas Ravine... Shows how terribly awesome Thors were against ultras. And you're right, since the buff they have become SO much more viable.
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 07 2010 20:46 GMT
#61
I always thought it was stupid to have a combat ability on a 0 pop unit. So it makes sense to move IT off the Overseer.
Logo
Trok67
Profile Joined May 2010
France384 Posts
July 07 2010 20:46 GMT
#62
On July 08 2010 05:44 LuCiD37 wrote:
So what do people really think about the new rally system? I'm not sure if I like it more than I dislike it. Any thoughts on this? I don't believe I have heard any discussion on this issue.

And hooray for bringing back infested terrans for the infestors... It's odd that they did not mention a new energy cost (note: infested terran energy cost was upped to 125 when it was given to the overseer). Next they'll probably give the infested terran to the mothership and see if protoss want to take a shot at not using the ability ever.


I think it's very good, for a zerg player point of view, when you create zergling while being attacked, most of time you don't want them to move suicide on the marine force attacking you as soon as they spawn. Before they just go straight forward to the marines attacking your base even if youve set your rally point at the opposite.
Sixes
Profile Joined July 2010
Canada1123 Posts
July 07 2010 20:46 GMT
#63
First time poster, actually created an account to post those patch notes (they showed up when I reinstalled and the oldschool patcher launched).

Being a zerg player I like it. Frenzy was pretty useless and ultras can now counter thors a little better which is nice. The infested terran won't be used much anyways as both units have strictly superior spells (overseers have the contamination and infestors have the fungal).
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
July 07 2010 20:47 GMT
#64
has phase 2 started yet?
Leenock the Punisher
j4vz
Profile Joined March 2010
Canada976 Posts
July 07 2010 20:47 GMT
#65
Unlisted Map Changes:
Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

to see the new avatar just try:
http://forums.battle.net/images/portraits/bnet/S2/80.jpg

switch the '80' digit for any number like '##'. enjoy !!
someone_elses_lies@live.fr
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-07-07 20:49:24
July 07 2010 20:47 GMT
#66
wait, hard AI? that should be ready to within the editor right?

update: you have to login to authenticate the new editor
moosh
Profile Joined May 2009
United States118 Posts
July 07 2010 20:47 GMT
#67
omg this is awful... infested terran sucks... it just needs to be removed... frenzy needed to be a small aoe and ultralisks can't be NPd now? that is lame... they need to boost the range on them a little so they can attack over zerglings...

why did they change the rally point system...? that's awful!
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
July 07 2010 20:47 GMT
#68
On July 08 2010 05:47 j4vz wrote:
Unlisted Map Changes:
Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

to see the new avatar just try:
http://forums.battle.net/images/portraits/bnet/S2/80.jpg

switch the '80' digit for any number like '##'. enjoy !!

Ah, so no new maps. Didn't think so.
Hark!
mousepad
Profile Joined April 2010
United States136 Posts
July 07 2010 20:48 GMT
#69
On July 08 2010 05:39 SLTorak.Hobo wrote:
The infested terran spell being moved back to the infestor seems kind of odd, or did people want that?
.


Its called an "infestor" for a reason. They probably realized that embarrassing fact like ten seconds after the last patch went through. That and the overlord probably behaved too much like a poor-mans raven.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
July 07 2010 20:48 GMT
#70
Really excited for Co-op vs. AI. That's something you can just relax and play, rather than being super tense while laddering.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
July 07 2010 20:48 GMT
#71
On July 08 2010 05:42 neurolite wrote:
This makes 250mm cannon pretty useless, not really sure how i'm gonna counter mass ultras now, I guess mass banshees?



Kite?

Day[9] daily episode 152 demonstrates why that Ultra buff Nerf was necessary imo.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Looky
Profile Joined April 2010
United States1608 Posts
July 07 2010 20:49 GMT
#72
aw i liked attack move better.
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
July 07 2010 20:49 GMT
#73
On July 08 2010 05:39 SLTorak.Hobo wrote:
The infested terran spell being moved back to the infestor seems kind of odd, or did people want that?
.


I think its because i sandbagged the silver and copper league with 400 overseers and mass spawned infested terrans in their base 0_0
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
perbarian
Profile Joined April 2010
Sweden42 Posts
July 07 2010 20:49 GMT
#74
Loving the Bioshock-wink achivement!
Puts the fun in fundamentalist.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
July 07 2010 20:49 GMT
#75
GENTLEMEN. They did not say that they changed mana cost of the new Infested Terran which was on Overseer.
That means we have a placeholder on Infestor.
I work alone. // Visit TL Mafia subforum!
Saracen
Profile Blog Joined December 2007
United States5139 Posts
July 07 2010 20:49 GMT
#76
I was under the impression that the reason for the Ultralisk HP nerd in patch 14 was due to the addition of "Frenzy." So now that they're removing Frenzy, why don't they revert Ultra HP back to normal?
HezzerBoy
Profile Joined May 2010
Canada59 Posts
July 07 2010 20:50 GMT
#77
On July 08 2010 05:47 moosh wrote:
omg this is awful... infested terran sucks... it just needs to be removed... frenzy needed to be a small aoe and ultralisks can't be NPd now? that is lame... they need to boost the range on them a little so they can attack over zerglings...

why did they change the rally point system...? that's awful!


they made these changes to help balance the game .... obviously... and blizzard has been doing really good the whole time with balance changes. people just whine waaaaaaaaay to much.
-FTW
Uranium
Profile Blog Joined May 2010
United States1077 Posts
Last Edited: 2010-07-07 20:52:08
July 07 2010 20:50 GMT
#78
Anybody checked the data files to see if Infested Terran cost 25 energy now? Because if they still cost 125 (75?) then that would be just LOL... Nobody will ever choose one infested terran over FG.

Or can you not even run the editor ATM due to the new required authentication?
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
July 07 2010 20:50 GMT
#79
On July 08 2010 05:44 LuCiD37 wrote:
So what do people really think about the new rally system? I'm not sure if I like it more than I dislike it. Any thoughts on this? I don't believe I have heard any discussion on this issue.

And hooray for bringing back infested terrans for the infestors... It's odd that they did not mention a new energy cost (note: infested terran energy cost was upped to 125 when it was given to the overseer). Next they'll probably give the infested terran to the mothership and see if protoss want to take a shot at not using the ability ever.

Actually there has been a whole lot of complaining discussion regarding the old rally system. Basically the way it used to be, units would attack anything on their way to the rally point, reducing the player's ability to control his units.
You don't want your units a-moving out of their production facilities for a ton of reasons, for example if you were rushing and rallied your first guys to the opponent's base, they would start following a random scout worker if it went too close instead of going where you wanted them.

New system is perfect (not only because it was this way in BW)
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 20:50 GMT
#80
On July 08 2010 05:50 Uranium wrote:
Anybody checked the data files to see if Infested Terran cost 25 energy now?

Or can you not even run the editor ATM due to the new required authentication?

you can't run it until phase 2 starts and you can create an account.
Alou
Profile Blog Joined March 2010
United States3748 Posts
July 07 2010 20:50 GMT
#81
Linking the rally point change and the infested change just makes sense. Hope more people use Ultras now.
Life is Good.
Baz
Profile Blog Joined May 2010
United Kingdom289 Posts
July 07 2010 20:50 GMT
#82
On July 08 2010 05:46 danson wrote:
Show nested quote +
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!
Ideas
Profile Blog Joined April 2008
United States8091 Posts
Last Edited: 2010-07-07 20:51:53
July 07 2010 20:50 GMT
#83
rofl omg

plz tell me that this is a joke

/boycotts game until infested terrans are removed
Free Palestine
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-07-07 20:54:01
July 07 2010 20:51 GMT
#84
On July 08 2010 05:46 n3mo wrote:
is it just me, or do a lot of those achievements (if they're real) reference tf2?
and does 250 mm cannon really have much use now? the stun capability was useful for stopping large/massive units, but as the colossus outranges, and enemy thors have the same range, i don't see much point in it now. perhaps just immortals =P
It still does 500 damage at 83.333 dps (somewhat below twice the dps of the next biggest single target dps dealer--the ultralisk vs armored).

Probably you need to buffer armored units with hellions and let your thors whack on them. 15 damage per swipe isn't too much, and the splash is only 5 damage per swipe. So your 90 health hellions, thanks to their rather large unit radius (for their cost), are a great option.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 07 2010 20:51 GMT
#85
On July 08 2010 05:37 SI2 wrote:
GG, not sure if the ultra is still worth it.

Itst he same as it was without the extra damage from frenzy

unless blizz listens and makes larger maps or lets them step over units they are still gonna be useless
Artillery spawned from the forges of Hell
oxxo
Profile Joined February 2010
988 Posts
July 07 2010 20:51 GMT
#86
On July 08 2010 05:44 gun.slinger wrote:
Show nested quote +
On July 08 2010 05:42 neurolite wrote:
This makes 250mm cannon pretty useless, not really sure how i'm gonna counter mass ultras now, I guess mass banshees?


You do realise that 250 isn't just one big stun right? It's 1 shot those dear ultra so yeah it is going to be harder but far from useless.


The reason to use 250 is the stun. It's not that much more dps (if any at all).
Knutzi
Profile Joined July 2009
Norway664 Posts
July 07 2010 20:52 GMT
#87
ultralisk is quickly becomming the strongest unit in the game
Kokosaft
Profile Joined April 2010
Germany172 Posts
July 07 2010 20:52 GMT
#88
i wonder if the infested terran spell remains at 100 energy cost, lol
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-07 20:55:17
July 07 2010 20:52 GMT
#89
Rally points now behave as a move command, instead of an attack move command.
Enabled the ability to manually add a StarCraft II character friend using the player's character code.

Awesome =]

Now immune to stuns and mind control.

... Ok. Can my BCs and Ravens also be immune to mind control :D!?

Infestor

Frenzy spell removed.
Infested Terran spell added.

KILL THIS STUPID UNIT ALREADY.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Sixes
Profile Joined July 2010
Canada1123 Posts
July 07 2010 20:53 GMT
#90
On July 08 2010 05:49 Saracen wrote:
I was under the impression that the reason for the Ultralisk HP nerd in patch 14 was due to the addition of "Frenzy." So now that they're removing Frenzy, why don't they revert Ultra HP back to normal?


They also boosted ultralisk attack in those patches and made them move faster right away. They have also re-added some of the HP.

Really with the immunity to stun and NP the ultras have a permanent half frenzy (and it was the half I wanted, thors countered them so so hard).
j4vz
Profile Joined March 2010
Canada976 Posts
July 07 2010 20:53 GMT
#91
On July 08 2010 05:39 theqat wrote:
Show nested quote +
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters



there is no new map

Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

sad but true.

someone_elses_lies@live.fr
setzer
Profile Joined March 2010
United States3284 Posts
July 07 2010 20:53 GMT
#92
wtf people are still not going to use infested terrans since NP and FG are far superior. They need to get rid of that spell altogether and actually put in something useful on the overseer to make it a viable air caster.
Merikh
Profile Blog Joined June 2010
United States918 Posts
July 07 2010 20:53 GMT
#93
Anyone who hasn't seen the unit data file http://g4mr.net/UnitData.xml uploaded it on my site too much to tell atm :#
G4MR | I mod day9, djwheat and GLHF's stream
spinal2k
Profile Joined June 2010
Portugal148 Posts
July 07 2010 20:53 GMT
#94
so long for these changes? ( plus battle.net real id wow integration, ofc )

and zerg again? after all these patches, i can say that almost every zerg unit already had Infested Terran spell, remove it from the game already lol...
Wanna turn up the heat?
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
July 07 2010 20:53 GMT
#95
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy
Hark!
Duban
Profile Joined July 2009
United States548 Posts
July 07 2010 20:53 GMT
#96
I think they should have just kept frenzy and made it give units a 50% speed boost. Imagine Ultralisks that outrun speedlings :-). Would give Ultras a solid role and frenzy a very useful abillity.
An ignorant person makes a mistake. A stupid person makes it again.
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 20:54 GMT
#97
On July 08 2010 05:50 Baz wrote:
Show nested quote +
On July 08 2010 05:46 danson wrote:
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!



I meant... some guy said there are 72 new maps, where the hell did he get that from?
AWEadam
Profile Joined April 2010
United States23 Posts
July 07 2010 20:54 GMT
#98
I don't like the rally point change for Zerg. I wish we had the option to set an attack-move rally as well.

From hatcheries, Zerg produces large amounts of units at once. And late game I often rally units to the opponents base, so I would create a flood of 25-50 zerglings and want them to attack anything on their way to the base.

I can see how it would be annoying for structures that only produce 1 unit at a time, that's they should give us the option to set an attack-move rally instead, or maybe just keep egg rallies as Attack-Move
I heart SCII
OblivionStarcraft
Profile Joined March 2010
United States43 Posts
July 07 2010 20:54 GMT
#99
So much for 250mm cannons being usefull against Z :|
Bananas
Profile Blog Joined May 2010
Sweden98 Posts
July 07 2010 20:54 GMT
#100
So they removed the frenzy And the reason it was added in the first place

Never used either of em anyways

"terrible terrible damage"
neurolite
Profile Joined June 2010
Canada26 Posts
July 07 2010 20:55 GMT
#101
On July 08 2010 05:48 Ghad wrote:
Show nested quote +
On July 08 2010 05:42 neurolite wrote:
This makes 250mm cannon pretty useless, not really sure how i'm gonna counter mass ultras now, I guess mass banshees?



Kite?

Day[9] daily episode 152 demonstrates why that Ultra buff Nerf was necessary imo.


250mm makes you stationary, so kiting's not really an option. So yes, it will still kill ultras but the ultras can attack while you're using it, not sure which would win in say a 3v3 fight between the two. And just because in the daily the thors crushed the ultras doesn't mean that the thors were uncounterable (yes i know that's a ridiculous word I just can't think of a better one right now), it just means that mass thors are a counter to mass ultra that the zerg player wasn't prepared for.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
July 07 2010 20:56 GMT
#102
On July 08 2010 05:37 Fire44 wrote:
Where is the lurker ?


In Starcraft: Brood War.

Give it up already, everyone else has figured out that shoving lurkers back in now would unbalance everything.
Hasta La Victoria Siempre | 톤
Syhn
Profile Joined July 2010
United States2 Posts
July 07 2010 20:56 GMT
#103
What does the rally point change do exactly?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 07 2010 20:56 GMT
#104
On July 08 2010 05:52 Liquid`Jinro wrote:
Show nested quote +
Rally points now behave as a move command, instead of an attack move command.
Enabled the ability to manually add a StarCraft II character friend using the player's character code.

Awesome =]

Show nested quote +
Now immune to stuns and mind control.

... Ok. Can my BCs and Ravens also be immune to mind control :D!?

Show nested quote +
Infestor

Frenzy spell removed.
Infested Terran spell added.

KILL THIS STUPID UNIT ALREADY.

it's really shocking that theyre moving this ability. again. without changes, back to the infestor. I'm guessing it's cus they wanted to fill the void that the removal of Frenzy created
ModeratorBlame yourself or God
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
July 07 2010 20:56 GMT
#105
Hm..? Only Zerg changes?
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Baz
Profile Blog Joined May 2010
United Kingdom289 Posts
July 07 2010 20:57 GMT
#106
On July 08 2010 05:54 danson wrote:
Show nested quote +
On July 08 2010 05:50 Baz wrote:
On July 08 2010 05:46 danson wrote:
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!



I meant... some guy said there are 72 new maps, where the hell did he get that from?

I know, he was obviously wrong, just like your spelling of the word source

Generally pleased with these patch notes, would have been nice to have seen some new maps though, and changes to the Carrier (a reduced build time and cost perhaps?) and Mothership. There is plenty of time for all that though, I just can't wait for the servers to come back up now.
Ghazwan
Profile Blog Joined March 2010
Netherlands444 Posts
Last Edited: 2010-07-07 20:57:35
July 07 2010 20:57 GMT
#107
On July 08 2010 05:56 Syhn wrote:
What does the rally point change do exactly?



Your units won't automatically engage enemy units on the way to the rally point.
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 20:57 GMT
#108
On July 08 2010 05:56 Syhn wrote:
What does the rally point change do exactly?


prevents units from auto attacking anything they come across while gioing to their rally point.
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 20:57 GMT
#109
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable
XFire
Profile Blog Joined May 2008
United States131 Posts
July 07 2010 20:57 GMT
#110
I don't know if I like the Zerg change. I mean, Frenzy being removed makes sense since it was a stupid idea in the first place, but making one unit in the game immune to mind control and stun? Kind of weird.
jewce
Profile Joined May 2009
United States68 Posts
July 07 2010 20:57 GMT
#111
cross game social features before they even have decent in-game social features.
Nothing but a worthless waste of breath.
setzer
Profile Joined March 2010
United States3284 Posts
July 07 2010 20:57 GMT
#112
On July 08 2010 05:53 Duban wrote:
I think they should have just kept frenzy and made it give units a 50% speed boost. Imagine Ultralisks that outrun speedlings :-). Would give Ultras a solid role and frenzy a very useful abillity.


Ultralisks should also have an upgrade to grow wings and fly over cliffs and canyons. Ultralisks faster than speedlings would not be overpowered at all.
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 20:57 GMT
#113
On July 08 2010 05:56 Syhn wrote:
What does the rally point change do exactly?


In the past, when you spawned units they would act as if you had A-Moved while moving to their location. This means that they would wander and attack after anything they crossed, so let's say you ran across a scouting SCV, they would chase it down forever.

The new change makes it so rally is M-move, which means they will move and ignore anything seen, being attacked, etc.

Honestly, I prefer this change, you can always A-move yourself if you need to. This causes much fewer "Where's Waldo the Ultralisk?" problems which I ran into every once in a while.
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 20:57 GMT
#114
On July 08 2010 05:57 Baz wrote:
Show nested quote +
On July 08 2010 05:54 danson wrote:
On July 08 2010 05:50 Baz wrote:
On July 08 2010 05:46 danson wrote:
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!



I meant... some guy said there are 72 new maps, where the hell did he get that from?

I know, he was obviously wrong, just like your spelling of the word source



you are new to the internet, arent you?
Fire44
Profile Joined July 2010
Germany7 Posts
July 07 2010 20:57 GMT
#115
On July 08 2010 05:56 NuKedUFirst wrote:
Hm..? Only Zerg changes?


only zerg nerf
Duban
Profile Joined July 2009
United States548 Posts
July 07 2010 20:57 GMT
#116
On July 08 2010 05:56 Syhn wrote:
What does the rally point change do exactly?

When units are produced out of buildings instead of attack-moving to the rally point they just move. It's good. There was a game I lost b/c a protoss player cannon rushed me and while i stopped him from advancing with creep half the units I produced ran into his cannons without support and died.
An ignorant person makes a mistake. A stupid person makes it again.
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
July 07 2010 20:58 GMT
#117
On July 08 2010 05:57 Orange Goblin wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable

I also noticed Valerian Mengsk in there. Sweet
Hark!
prochobo
Profile Joined May 2010
United States232 Posts
July 07 2010 20:58 GMT
#118
Someone probably already said it, but I guess Blizzard saw last night's Day[9] daily :p
Calamity
Profile Joined June 2010
Canada161 Posts
July 07 2010 20:58 GMT
#119
On July 08 2010 05:51 koppik wrote:
Show nested quote +
On July 08 2010 05:46 n3mo wrote:
is it just me, or do a lot of those achievements (if they're real) reference tf2?
and does 250 mm cannon really have much use now? the stun capability was useful for stopping large/massive units, but as the colossus outranges, and enemy thors have the same range, i don't see much point in it now. perhaps just immortals =P
It still does 500 damage at 83.333 dps (somewhat below twice the dps of the next biggest single target dps dealer--the ultralisk vs armored).

Probably you need to buffer armored units with hellions and let your thors whack on them. 15 damage per swipe isn't too much, and the splash is only 5 damage per swipe. So your 90 health hellions, thanks to their rather large unit radius (for their cost), are a great option.


the animation takes 2 secs for it to bear it's cannons, 6 secs to shoot, and 2 secs to put them away. A total of 10 secs for the animation / ability. That's 500 / 10 = 50 DPS.

A thor does just a little less without the need for getting the 250mm upgrade. It's good for avoiding armor though.
Betaaaa!!!!!!!!!!!
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 20:58 GMT
#120
On July 08 2010 05:57 XFire wrote:
I don't know if I like the Zerg change. I mean, Frenzy being removed makes sense since it was a stupid idea in the first place, but making one unit in the game immune to mind control and stun? Kind of weird.


It's a big hulking beast. Makes perfect sense to me. At least the immune to stun part.
sMi.NewB
Profile Blog Joined January 2006
United States127 Posts
July 07 2010 20:59 GMT
#121
I prefer the rally point to be attack move! that sucks that it changed. why do you guys prefer the other way? just cause BW was like that?
InnovativeYogis.com
Baz
Profile Blog Joined May 2010
United Kingdom289 Posts
Last Edited: 2010-07-07 20:59:36
July 07 2010 20:59 GMT
#122
On July 08 2010 05:57 danson wrote:
Show nested quote +
On July 08 2010 05:57 Baz wrote:
On July 08 2010 05:54 danson wrote:
On July 08 2010 05:50 Baz wrote:
On July 08 2010 05:46 danson wrote:
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!



I meant... some guy said there are 72 new maps, where the hell did he get that from?

I know, he was obviously wrong, just like your spelling of the word source


you are new to the internet, arent you?

Far from it, although, it appears that you are
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-07 21:00:03
July 07 2010 20:59 GMT
#123
really good patch. i think it was a real clean and nice decision to remove frenzy and make ultra immune to stun, this ofcourse will require updates on the 250m cannon cause it had no purpose anymore

why dont they add a "Attack-rallypoint" that assigns by clicking a then on the ground with ur hatchery or w/e and a normal right click is normal rally point, seems logical to me to have it like this but im glad move is default
Progamerpls no copy pasterino
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 07 2010 20:59 GMT
#124
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy

I see two units that appear to be either Xel'naga or infested protoss... both of which would be fucking amazing.
Also the thing that looks like a human with red skin, predator jaws, and big teeth... Is that a changeling? Or is it some other unit i don't recognize?
U Gotta Skate.
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 20:59 GMT
#125
On July 08 2010 05:57 Orange Goblin wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable


You should boycott.

I feel dirty like a troll now...

I don't think there's really any zerg nerfs in this, only zerg changes for better or worse. Will be interesting to see how it plays out.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
July 07 2010 20:59 GMT
#126
Ultraling already beat marauders pretty easily...I guess with no stun you can't defend ultras with micro.
My. Copy. Is. Here.
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 20:59 GMT
#127
On July 08 2010 05:57 Orange Goblin wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable


quite fucking true.. i was disappoint when i saw that.

I fucking swear if I see some kid with a celestial steed riding around incineration zone im going to stab myself in the kneecaps 5 times.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2010-07-07 21:00:38
July 07 2010 20:59 GMT
#128
On July 08 2010 05:57 Baz wrote:
Show nested quote +
On July 08 2010 05:54 danson wrote:
On July 08 2010 05:50 Baz wrote:
On July 08 2010 05:46 danson wrote:
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.




sauce on new maps?

ooooh yeah that sounds good, i'll have some Ketchup on mine please, tasty new maps!



I meant... some guy said there are 72 new maps, where the hell did he get that from?

I know, he was obviously wrong, just like your spelling of the word source

Generally pleased with these patch notes, would have been nice to have seen some new maps though, and changes to the Carrier (a reduced build time and cost perhaps?) and Mothership. There is plenty of time for all that though, I just can't wait for the servers to come back up now.

Yea, The info I got it from was http://www.sc2mapster.com/announcements/new-patch-features/
The format they used when presenting the latest patch makes it look like 72 maps when they meant "7, 2 player maps I thought it looked like "72 maps".... I misread, sorry people.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
July 07 2010 21:00 GMT
#129
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S

lol my thoughts exactly.
BreakEnter
Profile Blog Joined November 2006
Bulgaria81 Posts
July 07 2010 21:00 GMT
#130
The new rally point is good, a little more micro when you are being attacked and under pressure is good for the game.
Thankfully they removed frenzy it was uninspired and useless. Unfortunately they still keep the most embarrassingly stupid spell the Infested Terran. GET RID OF IT!
taintmachine
Profile Joined May 2010
United States431 Posts
July 07 2010 21:00 GMT
#131
ever since i saw dimaga use infested terran (when it was still on the infestor) to break a terran defensive encampment on a ledge on LT, i've decided that the unit prolly has some undiscovered, albeit situational, uses. so, unless the spell remains at 100 energy per cast, i'm pretty happy that they removed it from the overseer.
ZpuX
Profile Blog Joined December 2002
Sweden1230 Posts
July 07 2010 21:00 GMT
#132
On July 08 2010 05:59 Piy wrote:
Ultraling already beat marauders pretty easily...I guess with no stun you can't defend ultras with micro.

Their slow had now effect on ultras anyway because ultras are massive and their slow doesen't work on massive units.
Really, play for fun!
Syhn
Profile Joined July 2010
United States2 Posts
July 07 2010 21:01 GMT
#133
Thanks everyone for answering my question about the rally points :D
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
July 07 2010 21:01 GMT
#134
On July 08 2010 05:57 Fire44 wrote:
Show nested quote +
On July 08 2010 05:56 NuKedUFirst wrote:
Hm..? Only Zerg changes?


only zerg nerf


really dude? I like these changes as a Zerg player...if your infester is about to die, might as well plop out an infested terran...
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Juvator
Profile Joined July 2010
Netherlands199 Posts
July 07 2010 21:01 GMT
#135
I was kinda hoping they would make archons a bit more usefull, maybe in a future patch.
War does not determine who is right - only who is left.
setzer
Profile Joined March 2010
United States3284 Posts
July 07 2010 21:01 GMT
#136
On July 08 2010 05:59 sMi.NewB wrote:
I prefer the rally point to be attack move! that sucks that it changed. why do you guys prefer the other way? just cause BW was like that?


It requires more skill so why not? I support the change to move instead of attack-move.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
July 07 2010 21:01 GMT
#137
YES I love the rally point change, god that shit was annoying to no end and lol@ infestor changes.. I'm interested to see what else they're gonna to them. Hey sup we gave the Infestor a new ability and removed Infested Terrans, lol jk get trolled bitches, we're switching it back.
"So I turned the lights off at night and practiced by myself"
danson
Profile Joined April 2010
United States689 Posts
July 07 2010 21:02 GMT
#138
On July 08 2010 06:01 EliteAzn wrote:
Show nested quote +
On July 08 2010 05:57 Fire44 wrote:
On July 08 2010 05:56 NuKedUFirst wrote:
Hm..? Only Zerg changes?


only zerg nerf


really dude? I like these changes as a Zerg player...if your infester is about to die, might as well plop out an infested terran...


but wait you caint because you had actually used your infestor and didnt have the extra 125 energy laying around.
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 21:02 GMT
#139
On July 08 2010 05:59 ghosthunter wrote:
Show nested quote +
On July 08 2010 05:57 Orange Goblin wrote:
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable


You should boycott.

I feel dirty like a troll now...

I don't think there's really any zerg nerfs in this, only zerg changes for better or worse. Will be interesting to see how it plays out.


Are you saying you're fine with races that have nothing to do with the SC universe randomly popping up on avatars?
Silent12ill
Profile Blog Joined November 2009
United States358 Posts
July 07 2010 21:02 GMT
#140
Who is going to waste energy on infested terran...
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-07-07 21:03:09
July 07 2010 21:02 GMT
#141
250 mm cannon will still be the best counter for ultras, even if they don't stun.

Assuming you have equal resources & supply, thors w/ 250 mm strike cannon + X will always beat ultras + X. Dealing 500 damage in such a short amount of time is insane, regardless of stun.
next week on Everybody Loves HypnoToad:
Draconicfire
Profile Joined May 2010
Canada2562 Posts
July 07 2010 21:02 GMT
#142
On July 08 2010 05:59 ghermination wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy

I see two units that appear to be either Xel'naga or infested protoss... both of which would be fucking amazing.
Also the thing that looks like a human with red skin, predator jaws, and big teeth... Is that a changeling? Or is it some other unit i don't recognize?


I think its the Infested Terran.
@Drayxs | Drayxs.221 | Drayxs#1802
Melt
Profile Joined May 2010
Switzerland281 Posts
July 07 2010 21:02 GMT
#143
Infested Terran actually was quite handy sometimes on the Infester (snare Air Units and make IT to kill them off). It's way better than frenzy.

Ultra is quite cool now, you just have to make sure the opponent has no Marauders/Immortals.

BTW: Servers up again soon?!
seedfreedom
Profile Joined October 2009
Canada38 Posts
July 07 2010 21:03 GMT
#144
Am i the only one that like the "rally is attack move" setting?
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 21:03 GMT
#145
On July 08 2010 06:01 setzer wrote:
Show nested quote +
On July 08 2010 05:59 sMi.NewB wrote:
I prefer the rally point to be attack move! that sucks that it changed. why do you guys prefer the other way? just cause BW was like that?


It requires more skill so why not? I support the change to move instead of attack-move.


I don't really think it's the implementation of skill disparities, which tbh is not really a good thing in the first place (Imagine how terrible it would be if worker rally didn't work, or you could only select 16 units still). I think it's just a preference change to something that makes people more able to organize their units effectively.

It's more likely in most cases that people want to have their units move into a rally position directly and they want them in that rally position, they don't want them out wandering about. Which is honestly good for me, and you'll all get used to it. Attack move was honestly more annoying personally due to the wandering problem they had while moving as a result.
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
July 07 2010 21:03 GMT
#146
why is the 250mm cannon useless now? it will still nearly 1 shot a ultra. The ultra will just get a few hits off now before it dies.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
perfectflaw72
Profile Joined April 2010
Canada94 Posts
July 07 2010 21:04 GMT
#147
Rally points now behave as a move command, instead of an attack move command.
this is retarded
a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before....
B.net is down :( but Summers UP :D
Calamity
Profile Joined June 2010
Canada161 Posts
July 07 2010 21:05 GMT
#148
I think that they should make it so if an infestor dies, it'll drop an infested terran and an extra one for every 50 or so energy that it had.
Betaaaa!!!!!!!!!!!
Baz
Profile Blog Joined May 2010
United Kingdom289 Posts
Last Edited: 2010-07-07 21:07:04
July 07 2010 21:05 GMT
#149
On July 08 2010 06:02 Silent12ill wrote:
Who is going to waste energy on infested terran...

I can imagine it having some use. Infestor drop in the rear of the base (or burrow move to expansions with no detection): unburrow > fungal growth > infested terran > burrow and leave

I wouldn't be surprised to see this used by high level zerg

edit: wrong spell! -.-
Aikin
Profile Joined April 2010
Austria532 Posts
Last Edited: 2010-07-07 21:06:56
July 07 2010 21:05 GMT
#150
The ultra change seems strange. Its like they gave it auto frenzy without the dmg which it doesnt need anyways because it does nearly as much as an immortal with splash. It kinda proves that they only put in frenzy to get people to use ultras without thinking about other uses(Altough frenzy baneling drop was sweet but honestly who did that).

Also didn´t they remove infested terrans from the infestor because they thought it wasn´t used? So why return it instead of thinking of something that can be used in more situations. But anyways infestors already are awsome, probable the best new zerg unit imo.

And overseers will still be annoing as shit with corruption. At least they cannot bore the workers at my mineral line to death anymore by droping infested terrans.

Well I hope we can play it soon !
[A]dmiral Bulldog | Naniwa | [A]lliance
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-07 21:08:34
July 07 2010 21:06 GMT
#151
On July 08 2010 06:02 BlasiuS wrote:
250 mm cannon will still be the best counter for ultras, even if they don't stun.

Assuming you have equal resources & supply, thors w/ 250 mm strike cannon + X will always beat ultras + X. Dealing 500 damage in such a short amount of time is insane, regardless of stun.

as funny as this sounds but in a real battle scenario i almost believe thors with 3-0 will be more efficient against ultra not using the m250 cannon just because of the overkill factor. you prepare for 250 it gets killed by other units and then ur thor ended up being idle for nothing or the other way around that u prepare and ur thor dies. there are just tons of situations where the thor wont get the attack off in a battle. i dont know the exact math of this but once u target an ultralisk i believe ud be forced to get at least 3/4 of the m250 on the ultra off to make it pay off compared to normal attacking. and the chances of the ultra surviving for that long is pretty thin

ultralisk is probably still gonna suck against thors, i dont think this changes alot as i was never convinced the m250 was that good ever since it became an upgrade
Progamerpls no copy pasterino
Awesomesauce
Profile Joined August 2009
Belgium69 Posts
July 07 2010 21:06 GMT
#152
seems like they added dustin browder lol

+ Show Spoiler +
[image loading]
Gescom
Profile Joined February 2010
Canada3370 Posts
July 07 2010 21:06 GMT
#153
On July 08 2010 06:04 perfectflaw72 wrote:
Rally points now behave as a move command, instead of an attack move command.
this is retarded
a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before....

Yep, now you actually have to be paying attention.

Good changes all around. Assuming the infested terran is just a placeholder atm just so that frenzy could get removed.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 21:06 GMT
#154
On July 08 2010 06:04 perfectflaw72 wrote:
Rally points now behave as a move command, instead of an attack move command.
this is retarded
a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before....


Dude, you can't micro worth shit, that doesn't mean everyone else should suffer because of it. The fact of the matter is that you get more control over your units this way. This is in no way shape or form "retarded".
RawK
Profile Joined April 2010
United States125 Posts
Last Edited: 2010-07-07 21:08:26
July 07 2010 21:07 GMT
#155
On July 08 2010 05:37 SI2 wrote:
GG, not sure if the ultra is still worth it.


Unstunable is a pretty big blow to mech, 250mm Cannons were a huge advantage.

Infested Terran on the Infestor? When are you going to have the energy to use that ability? Ever?

Also, "Enabled the ability to manually add a StarCraft II character friend". Yesssssssss
Hail to the Thief. RawK > http://bit.ly/b3gS25
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 21:07 GMT
#156
On July 08 2010 06:02 Orange Goblin wrote:
Show nested quote +
On July 08 2010 05:59 ghosthunter wrote:
On July 08 2010 05:57 Orange Goblin wrote:
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable


You should boycott.

I feel dirty like a troll now...

I don't think there's really any zerg nerfs in this, only zerg changes for better or worse. Will be interesting to see how it plays out.


Are you saying you're fine with races that have nothing to do with the SC universe randomly popping up on avatars?


I'm fine with easter eggs. They're funny and entertaining. Everything doesn't have to be serious business. For gosh sake, it's a game afterall, it's meant to have fun, also for the developers.

And no, this is not a launching point for you to say "WELL MAYBE THEY SHOULD TAKE DEVELOPING XYZ FEATURES MORE SERIOUSLY!" This is just something fun and easy they like to implement for lols.

Do you also hate all the easter eggs in the achievement names? GET YOUR BIOSHOCK OUT OF MY SC2!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 07 2010 21:08 GMT
#157
Frenzy was an ugly attempt to make the Ultra more useful. Now it's not as ugly, but making a single unit immune to stun and slow is kinda weird to. They could make massive units immune to stun (lol thors actually killing each other), but they can't make massive units immune to MC. Then again I am perfectly fine with Ultras not being useful against Infestor supported armies.
If you have a good reason to disagree with the above, please tell me. Thank you.
LeKush
Profile Joined June 2010
Canada26 Posts
July 07 2010 21:09 GMT
#158
Whaaaat!
Rally points changed back to move instead of attack move... but I thought that was so great! maybe it makes zerg too OP in regards to re-inforcing an ongoing attack. Abusing this + creep late game can really make your opponent run like a little schoolgirl all around the map while u just macro away, you barely have to micro with this feature in that situation.

The other thing, infestors getting back infested terran, im not so sure about this. I dont mind it changing back but whats the reason, im curious... overseer had too many abilities maybe? Id rather spend my energy on changelings and corruption anyways, good call i guess.

Removing frenzy was a bit of a no brainer, only effective to use on ultras. Mostly to stop them from getting stunned by thors, which seriously will happen so rarely in games, so give the Ultras a passive -cannot be stunned- ability. ok sure thats cool.

Also, now u cant neural parasite an ultra zvz. yea....
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 07 2010 21:09 GMT
#159
On July 08 2010 06:03 seedfreedom wrote:
Am i the only one that like the "rally is attack move" setting?


It's probably because you are used to it. Units are supposed to do what you tell them not just go off randomly chasing other units. Biggest example I can think of in Sc2 is ZvP where zealots are attacking your natural hatchery while you attempt to build up enough zerglings to engage. Every single time a zergling pair pops out of its egg, it attacks the zealots. This will often cause you to lose one or at least take damage because they won't move to the desired destination.
boblzer0
Profile Joined May 2010
84 Posts
July 07 2010 21:09 GMT
#160
the rally point should be a toggle. depending on what's spawning where you might want it to attack move and you might not. the "you should pay more attention" is just stupid. that's like saying they should only let you select 12 units because it's too easy to play if you can select more. it's why sc2 is so much better than sc1. much less painful to play.
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 21:11 GMT
#161
On July 08 2010 06:09 boblzer0 wrote:
the rally point should be a toggle. depending on what's spawning where you might want it to attack move and you might not. the "you should pay more attention" is just stupid. that's like saying they should only let you select 12 units because it's too easy to play if you can select more. it's why sc2 is so much better than sc1. much less painful to play.


This isn't that arbitrary though. There are reasons why you would want to have your units move as opposed to attack-move. Though there are also reasons why you may want them to attack-move as opposed to move. It's pretty much a 50/50 splitish decision. I personally like it more because it gives you the chance to micro into attack move. It is very very challenging to micro out of attack move (Your units will rush in and start getting slammed, if you're getting attacked is the common example).
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 07 2010 21:12 GMT
#162
On July 08 2010 05:41 Integra wrote:
Show nested quote +
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.



i think i saw this too but what is soo funny is that no 1 is 1v1 map
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
seedfreedom
Profile Joined October 2009
Canada38 Posts
July 07 2010 21:12 GMT
#163
On July 08 2010 06:09 kNyTTyM wrote:
Show nested quote +
On July 08 2010 06:03 seedfreedom wrote:
Am i the only one that like the "rally is attack move" setting?


It's probably because you are used to it. Units are supposed to do what you tell them not just go off randomly chasing other units. Biggest example I can think of in Sc2 is ZvP where zealots are attacking your natural hatchery while you attempt to build up enough zerglings to engage. Every single time a zergling pair pops out of its egg, it attacks the zealots. This will often cause you to lose one or at least take damage because they won't move to the desired destination.


I guess thats part of it, but also if im getting Zealot rushed or Zergling rushed and i really need that Zealot to pop and start fighting immediately, it doesn't and just walks to its death by getting surrounded as soon as it pops, and i spend 10 mins trying to set a really close rally so they don't insta die. With the attack setting, they didnt bother moving and fought right away.
koppik
Profile Joined April 2010
United States676 Posts
July 07 2010 21:12 GMT
#164
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.
Frobert
Profile Blog Joined March 2010
Canada113 Posts
July 07 2010 21:12 GMT
#165
On July 08 2010 05:59 ghermination wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy

I see two units that appear to be either Xel'naga or infested protoss... both of which would be fucking amazing.
Also the thing that looks like a human with red skin, predator jaws, and big teeth... Is that a changeling? Or is it some other unit i don't recognize?


lmao Dustin Browder is there! Wearing some sort of green suit with facial scars wrought upon him from the lashes of his master, Bobby Kotick.
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 07 2010 21:13 GMT
#166
seriously how do you have 3+ weeks for the next patch and only come up with "you know that crappy spell that replaced that even worse spell? lets just change that back." worst beta ever
Free Palestine
Lancesc2
Profile Joined July 2010
United States11 Posts
July 07 2010 21:13 GMT
#167
really good to see the rally point change... now units will actually go where i want them. Infested terrans still kinda useless and ultras are now pretty good. overall good patch
bakedace
Profile Blog Joined March 2010
United States672 Posts
July 07 2010 21:13 GMT
#168
They didn't talk about the changes in the editor... you have to log-in to use the editor now so I cant use the hard AI yet !! lol
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 21:13 GMT
#169
On July 08 2010 06:07 ghosthunter wrote:
Show nested quote +
On July 08 2010 06:02 Orange Goblin wrote:
On July 08 2010 05:59 ghosthunter wrote:
On July 08 2010 05:57 Orange Goblin wrote:
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


I'm more worried about having Taurens in space suits. Keep WoW out of my SC, Blizzard, I'm serious, that shit is completely inexcusable


You should boycott.

I feel dirty like a troll now...

I don't think there's really any zerg nerfs in this, only zerg changes for better or worse. Will be interesting to see how it plays out.


Are you saying you're fine with races that have nothing to do with the SC universe randomly popping up on avatars?


I'm fine with easter eggs. They're funny and entertaining. Everything doesn't have to be serious business. For gosh sake, it's a game afterall, it's meant to have fun, also for the developers.

And no, this is not a launching point for you to say "WELL MAYBE THEY SHOULD TAKE DEVELOPING XYZ FEATURES MORE SERIOUSLY!" This is just something fun and easy they like to implement for lols.

Do you also hate all the easter eggs in the achievement names? GET YOUR BIOSHOCK OUT OF MY SC2!


I don't care about achievements at all, and they have nothing to do with the universe. They're a meta-aspect, part of the MP experience. Avatars, on the other hand, are representations of the actual SC universe in addition to being a meta-aspect. So no, I don't hate all easter eggs, not that it matters (as that's a fallacious argument and borderline a strawman). However, I do dislike having an impure universe and things that meddle with the lore, and are just plain silly. Taurens have no business existing in the SC universe, as it's ludicrous, and not in any way cute or funny.
j4vz
Profile Joined March 2010
Canada976 Posts
July 07 2010 21:13 GMT
#170
On July 08 2010 06:12 KhAlleB wrote:
Show nested quote +
On July 08 2010 05:41 Integra wrote:
On July 08 2010 05:39 theqat wrote:
On July 08 2010 05:39 MaD.pYrO wrote:
500mb for this?! :S


There are tons of unlisted changes--new maps, new interface for starters


This. the interface alone is totally different, they have like 72 maps or some crazy shit, improved graphics, better connectivity serverwise, engine optimization etc.



i think i saw this too but what is soo funny is that no 1 is 1v1 map



there is no new map Sixen is wrong.

Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

they only renamed 2 maps. i found this.
someone_elses_lies@live.fr
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 21:14 GMT
#171
Well any argument for the rally change can be made against the change also, so it's really just changing it so panic situations don't screw you over too much i guess, which makes it alot more new-player friendly.

Argument for the change: "If you can't pay attention to your units to keep them from getting killed without attacking back it's your own fault"

Argument against the change: "if you can't pay attention to your units to keep them from running off and getting killed it's your own fault"
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
July 07 2010 21:14 GMT
#172
Oh man, rally > move is so great. I always thought the most irritating thing was when a toss was pushing early and I needed to save up my speedlings, but the moment they popped, they would sprint towards the oncoming force.

Rally > attack move has really only caused more problems for me than it solved.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
neurolite
Profile Joined June 2010
Canada26 Posts
July 07 2010 21:14 GMT
#173
Browder's portrait has been around for a while now, I know I saw it floating around during late phase 1 at least, but now there are 2 of him that I saw, which is sad.
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 21:14 GMT
#174
On July 08 2010 06:12 seedfreedom wrote:
Show nested quote +
On July 08 2010 06:09 kNyTTyM wrote:
On July 08 2010 06:03 seedfreedom wrote:
Am i the only one that like the "rally is attack move" setting?


It's probably because you are used to it. Units are supposed to do what you tell them not just go off randomly chasing other units. Biggest example I can think of in Sc2 is ZvP where zealots are attacking your natural hatchery while you attempt to build up enough zerglings to engage. Every single time a zergling pair pops out of its egg, it attacks the zealots. This will often cause you to lose one or at least take damage because they won't move to the desired destination.


I guess thats part of it, but also if im getting Zealot rushed or Zergling rushed and i really need that Zealot to pop and start fighting immediately, it doesn't and just walks to its death by getting surrounded as soon as it pops, and i spend 10 mins trying to set a really close rally so they don't insta die. With the attack setting, they didnt bother moving and fought right away.


In that situation, you'd just right click your rally point on your production building, and your units would attack as they popped out. That's how you would resolve that issue. If you wanted to rally your units instead, which is also a choice, you can click off.

My general argument in favor is that you can micro in favor of attacking while spawning, while you can't micro in favor of moving easily without getting hit, which is something I think you got.

I think the one thing that we all can agree is good in SC2 for base defense is that your unit will pop out of the rally point side, so you can micro like that to put your ranged units opposite the opponents melee units when they show up.
Evolpeac
Profile Joined December 2007
United States34 Posts
July 07 2010 21:15 GMT
#175
On July 08 2010 05:37 Fire44 wrote:
Where is the lurker ?
lol where indeed
Any fool can criticize, condemn and complain and most fools do. - Benjamin Franklin
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-07-07 21:23:17
July 07 2010 21:15 GMT
#176
Just out of curiosity, no one probally knows yet, but a question nonetheless. If ultras are immune to stun now which is of coursed caused by 3 units to my knowledge: fungal growth, 250mm cannons, and concusive shells. Just taking into account the cannons the if the cannons are fired but the ultra moves out the thors attack range does the cannon stop or is it more like yamato (at least in sc1 it worked this way) where there are only 4 ways to prevent yamato from reaching you. Load into a transport, recall the unit, cloak/burrow, or go into a nydus canal.

edit:
_____________________________________
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.


True it probally wasn't used as much as probally should have been. After it got moved to an upgrade it was more used on the things imho that it was meant to be used on. To clarify on this the cannons weren't meant for you to spawn 2 thors and then rush the zergs fast expand and kill it instantly than have dropships arrive to carry your thors back. Moving it to an upgrade means that terran players imo don't upgrade unless they are planning to build enough thors to make the upgrade worth it and their opponent is building stuff that the cannons would allow you to use effectively and could not be killed as effectively by other means. (ie banshees 4-5 can kill a building pretty fast, tanks on cliff 2 can kill a building pretty fast, yamato can kill units or buildings pretty fast, ect.)
________________________________________
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
koppik
Profile Joined April 2010
United States676 Posts
July 07 2010 21:16 GMT
#177
I think next patch might be a relatively large patch. They had that big meeting about balance with the big names on the Korean SC2 scene.

We didn't learn much about what they had to say, except that they thought PvP needed some serious change. But there are no Protoss changes this patch.
Ighox
Profile Joined July 2009
Norway580 Posts
July 07 2010 21:17 GMT
#178
On July 08 2010 06:13 Ideas wrote:
seriously how do you have 3+ weeks for the next patch and only come up with "you know that crappy spell that replaced that even worse spell? lets just change that back." worst beta ever

We knew all along the changes would be extremely minor so no idea why you expected more.

The rally point alone makes me happy about this patch.
Removal of Frenzy was also nice, throw that spell back to Warcraft.
Infested Terran change also ok even if the ability still kinda sucks, at least on the infestor it was sometimes used, although rarely.
Don't think I ever saw an infested terran coming from an overseer in 1v1.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
July 07 2010 21:17 GMT
#179
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.
next week on Everybody Loves HypnoToad:
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 21:18 GMT
#180
On July 08 2010 06:15 terranghost wrote:
Just out of curiosity, no one probally knows yet, but a question nonetheless. If ultras are immune to stun now which is of coursed caused by 3 units to my knowledge: fungal growth, 250mm cannons, and concusive shells. Just taking into account the cannons the if the cannons are fired but the ultra moves out the thors attack range does the cannon stop or is it more like yamato (at least in sc1 it worked this way) where there are only 4 ways to prevent yamato from reaching you. Load into a transport, recall the unit, cloak/burrow, or go into a nydus canal.

Concussive shells is a SLOW not a stun (they were immune to slow before), fungal growth may or may not be considered a snare instead of a stun, i don't know. And yeah if you leave the range the thor stops attacking, it worked this way w/ frenzies ultras.
SnakeChomp
Profile Joined May 2010
Canada125 Posts
July 07 2010 21:18 GMT
#181
On July 08 2010 05:36 getSome[703] wrote:
Ultralisk

Now immune to stuns and mind control.


I wonder how long it will take for this arms race to reach it's only logical conclusion, where any unit worth mind controlling is immune. The monthership, battlecruisers, carriers, and thors are all in line to receive a similar exemption. Let's be honest, we all know how badly neural parasite wtfpwns thors and how lol-worthy it is to NP a mothership. No one has ever used a battlecruiser or carrier against me but I reckon the situation for them is similar. I excluded colossi because they have the range to counter the NP on their own so they aren't wtfpwned so hard by NP.
[9]Months
Profile Joined May 2010
Netherlands30 Posts
July 07 2010 21:19 GMT
#182
And hopefully the lag will be gone from the last few days when the beta ended
LeKush
Profile Joined June 2010
Canada26 Posts
July 07 2010 21:19 GMT
#183
By the way I totally agree with whoever suggested a `toggle` for rally points, setting it to either Attack-Move or just Move. yes that would be a very good idea.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-07 21:21:42
July 07 2010 21:20 GMT
#184
On July 08 2010 06:15 terranghost wrote:
Just out of curiosity, no one probally knows yet, but a question nonetheless. If ultras are immune to stun now which is of coursed caused by 3 units to my knowledge: fungal growth, 250mm cannons, and concusive shells. Just taking into account the cannons the if the cannons are fired but the ultra moves out the thors attack range does the cannon stop or is it more like yamato (at least in sc1 it worked this way) where there are only 4 ways to prevent yamato from reaching you. Load into a transport, recall the unit, cloak/burrow, or go into a nydus canal.

i dont know about the actual question although stun was only caused by the m250 cannon. fungal growth just made u immobilized and concussive shells slowed move speed

i do believe that if u exit the thor m250 with frenzy (which doesnt exist now) or with immunity to stun or w/e will just cause the thor to stop attacking, 90% sure about this :p (to be even more honest im 100% guessing)
Progamerpls no copy pasterino
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
July 07 2010 21:21 GMT
#185
Argh, it seems they moved the location hotkeys to F8-F11. How the hell are we supposed to use them now??

+ Show Spoiler [Screenshot] +
[image loading]


WTF Blizzard!?
Klumaster
Profile Joined May 2010
United Kingdom36 Posts
July 07 2010 21:22 GMT
#186
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?
The thief, Black Leaf, did not find the poison trap, and I declare her dead.
j4vz
Profile Joined March 2010
Canada976 Posts
July 07 2010 21:22 GMT
#187
OMG the tutorial for terran is really BS....

there is a voice tellin you:

'IN STARCRAFT YOU VIEW THE BATTLE FROM ABOVE AS THE COMMANDER OF AN ARMY, YOU USE YOUR MOUSE TO CONTROL YOUR VIEW OF THE BATTLEFIELD AND GIVE INSTRUCTIONS TO UNIT UNDER YOUR COMMAND'

lol so basic.
someone_elses_lies@live.fr
Roggay
Profile Joined April 2010
Switzerland6320 Posts
July 07 2010 21:23 GMT
#188
I'm pretty pleased with these changes, altough they are minor.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
July 07 2010 21:23 GMT
#189
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.
vileEchoic -- clanvile.com
boblzer0
Profile Joined May 2010
84 Posts
July 07 2010 21:24 GMT
#190
On July 08 2010 06:11 ghosthunter wrote:
Show nested quote +
On July 08 2010 06:09 boblzer0 wrote:
the rally point should be a toggle. depending on what's spawning where you might want it to attack move and you might not. the "you should pay more attention" is just stupid. that's like saying they should only let you select 12 units because it's too easy to play if you can select more. it's why sc2 is so much better than sc1. much less painful to play.


This isn't that arbitrary though. There are reasons why you would want to have your units move as opposed to attack-move. Though there are also reasons why you may want them to attack-move as opposed to move. It's pretty much a 50/50 splitish decision. I personally like it more because it gives you the chance to micro into attack move. It is very very challenging to micro out of attack move (Your units will rush in and start getting slammed, if you're getting attacked is the common example).


i was thinking like if i play zerg and i have 3 hatches i may want some of them to spawn attack move some of the time and i'd just flip a toggle on the hatch to change it. seems simple enough..
Shtpfrk
Profile Joined July 2010
23 Posts
July 07 2010 21:24 GMT
#191
Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Lolwut
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 07 2010 21:24 GMT
#192
On July 08 2010 06:22 j4vz wrote:
OMG the tutorial for terran is really BS....

there is a voice tellin you:

'IN STARCRAFT YOU VIEW THE BATTLE FROM ABOVE AS THE COMMANDER OF AN ARMY, YOU USE YOUR MOUSE TO CONTROL YOUR VIEW OF THE BATTLEFIELD AND GIVE INSTRUCTIONS TO UNIT UNDER YOUR COMMAND'

lol so basic.

Um, it is for people who have never played an RTS before, not that strange at all.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 07 2010 21:25 GMT
#193
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] +
[image loading]


WTF Blizzard!?

ye lol noticed too. they dragged out the hero hotkeys from f1 to f8. whos gonna have 8 heroes XD

also saw that they got a play and resume hotkey now rather than just play and not pause or w/e way it was lol
Progamerpls no copy pasterino
Peekay.switch
Profile Blog Joined May 2010
Canada285 Posts
July 07 2010 21:25 GMT
#194
On July 08 2010 05:38 lostshard wrote:
On another site someone claims to have datamined achievements out of the patch:+ Show Spoiler +
Training Day
Train 10 Marines during the first 320 seconds of a single Melee game.

Zealot Push
Warp in 5 Zealots during the first 250 seconds of a single Melee game.

Zergling Rush
Morph 20 Zerglings during the first 255 seconds of a single Melee game.

Can't Touch This!
Dodge a Raven Seeker Missile in a Melee game.

One-Finger Discount
Cancel construction of a structure that is being destroyed by an opponent in a Melee game.

Free-for-All Crusher
Destroy a total of 100 enemy units in Free-for-All Quick Match games.

Fast Expand
Expand during the first 225 seconds of a Melee game.

Erector Time
Build a Factory during the first 270 seconds of a Melee game.

It's Morphing Time
Mutate a Lair during the first 285 seconds of a Melee game.

Warp In Time
Warp in a Twilight Council during the first 275 seconds of a Melee game.

Protoss Macro Master
Have 9 Protoss units warping in simultaneously in a League game.

Terran Macro Master
Have 9 Terran units training simultaneously in a League game.

Zerg Macro Master
Have 21 Zerg units morphing simultaneously in a League game.

Work, Work
Win a League game without exceeding 30 seconds of total idle harvester time.

Denied
Destroy an enemy Command Center, Hatchery, or Nexus while it is under construction in a League game.

Meatgrinder
Kill 50 supply worth of units within 15 seconds in a Melee game.

I See Dead Units
Destroy 10 cloaked or burrowed units in a single Melee game.

The Rich Get Richer
Deplete 10 Rich Mineral Fields in a single Melee game.

Raining Blood
Destroy a fully loaded transport in a League game.

Fire Fighter
Save 8 burning Terran structures in a single Melee game.

A Roach's Life
Regenerate 500 life on a single Roach without taking friendly fire in a League game.

Frugal Fighter
Regenerate 500 shield energy on a single unit without taking friendly fire in a League game.

Warp In Madness
Warp in 100 units with Warp Gates in a single League game.

Big Brother Is Watching
Hold a Xel'Naga Tower for 5 consecutive minutes in a League game.

City Builder
Complete all the Economy achievements.

Supreme Being
Complete all the League Combat achievements.

Welcome Back, Commander
Complete all the Melee Combat achievements.

Hot Pickup
Load a Dropship with a unit that is under attack in a League game.

Unbreakable!
Destroy 40 units with a single unit in a single League game.

Counter-Proof
Attack for 20 seconds with no counterattacks in a League game.

Auto-Kill
Using Auto-Turrets, destroy 20 SCVs in a single League game.

To The Shadows I Run
Use Blink to save a Stalker in a Melee game.

Meet the Spy
Kill 5 Changelings in a single League game.

Shroom Absorption
Absorb 1,000 damage with hallucinations in a single League game.

Just an Illusion
Control 15 hallucinations at once in a Melee game.

The Flying Heal Bus
Heal 5,000 life with Medivacs in a single League game.

Psionic Death
Destroy 20 units with a single High Templar in a Melee game.

Infested Terror
Destroy 30 units with Infested Terrans in a single League game.

MULE X'ing
Call down 30 MULEs in a single League game.

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.

Nuclear Launch Detected
Kill 15 enemy units with a single Nuke in a League game.

The Back Door
Using Warp Prisms, warp in 50 units in a single Melee game.

Beep, Beep, Boom!
Destroy 6 units with a single Seeker Missile in a League game.

Professionals Have Standards
Destroy 20 units with Sniper Rounds in a single League game.

Centurion Queen
Create 100 Larvae with Queens in a single League game.

Distorted Reality
Capture 50 enemy units in a single Vortex in a Melee game.

Yamato Master Blaster
Destroy 20 units with Yamato blasts in a single League game.

Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Neighborly Help
Heal 300 life on friendly units in a single League game.

Just a Scratch
Repair 1,000 life on allied structures in a single Melee game.

Carnage Hall
Destroy 4 Command Centers, Hatcheries, or Nexuses in a single League game.

Play Replay
Watch any Battle.net replay.

FFA Gladiator
Destroy a total of 5,000 enemy units in Free-for-All Quick Match games.


I Really hope completing those achievements in game won't pop up a giant splash mid fight

"ACHIVEMENT EARNED! DODGE ZEE MISSILE!" covering half the screen in a tight battle.
boblzer0
Profile Joined May 2010
84 Posts
July 07 2010 21:25 GMT
#195
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?


THIS FTW!!!
Duban
Profile Joined July 2009
United States548 Posts
July 07 2010 21:25 GMT
#196
On July 08 2010 06:24 Shtpfrk wrote:
Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Lolwut

Awesome. NP a probe, build a nexus, and then manage to get to gateway and warp gate tech lol.
An ignorant person makes a mistake. A stupid person makes it again.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 21:26 GMT
#197
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.

you mean besides vikings, B-cruisers, ravens,banshees,drops,ghosts,reaper harrass?

you can always try other stuff out before knocking everything aside. that's SC1 Syndrome where you assume only what you see is viable.
Shtpfrk
Profile Joined July 2010
23 Posts
July 07 2010 21:27 GMT
#198
On July 08 2010 06:25 Duban wrote:
Show nested quote +
On July 08 2010 06:24 Shtpfrk wrote:
Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Lolwut

Awesome. NP a probe, build a nexus, and then manage to get to gateway and warp gate tech lol.


I'm not sure 'Warp in a Zealot' would require Warp Gate tech... isn't that the normal terminology for making Protoss units?(Warp in a _)
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 07 2010 21:27 GMT
#199
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] +
[image loading]


WTF Blizzard!?


By moving your hand I guess
boblzer0
Profile Joined May 2010
84 Posts
July 07 2010 21:28 GMT
#200
On July 08 2010 06:27 Shtpfrk wrote:
Show nested quote +
On July 08 2010 06:25 Duban wrote:
On July 08 2010 06:24 Shtpfrk wrote:
Zerglot
While playing as Zerg, warp in a Zealot in a Melee game.

Lolwut

Awesome. NP a probe, build a nexus, and then manage to get to gateway and warp gate tech lol.


I'm not sure 'Warp in a Zealot' would require Warp Gate tech... isn't that the normal terminology for making Protoss units?(Warp in a _)



yeah that is correct. every protoss unit is "warped in"
terranghost
Profile Joined May 2010
United States980 Posts
July 07 2010 21:28 GMT
#201
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.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Gurls
Profile Joined May 2010
United States17 Posts
July 07 2010 21:28 GMT
#202
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] +
[image loading]


WTF Blizzard!?

Wow, that is quite stupid.
"hi ryan go restaurant" - Sangho
Orange Goblin
Profile Joined May 2010
218 Posts
July 07 2010 21:29 GMT
#203
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.
bleh
Profile Joined June 2010
85 Posts
July 07 2010 21:32 GMT
#204
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.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
July 07 2010 21:33 GMT
#205
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.
Jaedong <3 HOOK'EM HORNS!
Neon_Monkey
Profile Joined February 2008
United States270 Posts
July 07 2010 21:33 GMT
#206
On July 08 2010 06:27 Piski wrote:
Show nested quote +
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] +
[image loading]


WTF Blizzard!?


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).
Uhh Negative
Profile Joined May 2010
United States1090 Posts
July 07 2010 21:34 GMT
#207
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.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 21:34 GMT
#208
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.
Winks
Profile Joined July 2010
United States78 Posts
Last Edited: 2010-07-07 21:39:13
July 07 2010 21:38 GMT
#209
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*
Have no fear or apprehension of the afterlife; the same force that gave you life and sustained it these years will provide for you again when your time for death has come.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-07-07 21:39:41
July 07 2010 21:39 GMT
#210
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.
Neon_Monkey
Profile Joined February 2008
United States270 Posts
July 07 2010 21:42 GMT
#211
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.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 07 2010 21:42 GMT
#212
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.
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
July 07 2010 21:43 GMT
#213
The patch left me with a lot to be desired. I mean one month and they come up with this?
Infiltrator out.
Winks
Profile Joined July 2010
United States78 Posts
July 07 2010 21:43 GMT
#214
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!
Have no fear or apprehension of the afterlife; the same force that gave you life and sustained it these years will provide for you again when your time for death has come.
Mr.E
Profile Blog Joined March 2009
United States434 Posts
Last Edited: 2010-07-07 21:44:26
July 07 2010 21:44 GMT
#215
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?
Looking for top-tier practice partners, especially Z; PM me
Mr.E
Profile Blog Joined March 2009
United States434 Posts
Last Edited: 2010-07-07 21:46:37
July 07 2010 21:45 GMT
#216
On July 08 2010 06:28 Gurls wrote:
Show nested quote +
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] +
[image loading]


WTF Blizzard!?

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.
Looking for top-tier practice partners, especially Z; PM me
Baksteen
Profile Blog Joined June 2010
Netherlands438 Posts
July 07 2010 21:46 GMT
#217
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
Derp Derp Derp
Uhh Negative
Profile Joined May 2010
United States1090 Posts
July 07 2010 21:47 GMT
#218
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.
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
July 07 2010 21:47 GMT
#219
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.
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
July 07 2010 21:48 GMT
#220
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.
Do you really want chat rooms?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-07-07 21:50:50
July 07 2010 21:49 GMT
#221
On July 08 2010 06:45 Mr.E wrote:
Show nested quote +
On July 08 2010 06:28 Gurls wrote:
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] +
[image loading]


WTF Blizzard!?

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.



and what happen if you use the Fkeys for transfert your worker to the other base like if you get storm drop you have a sec to react and move them bfr they blow up

Edit: i think they should put f key on F2F3F4, and for thos map maker able to put hero selectionF2F3F4F5F6F7F8 and in the campaigne this isn't that big of a deal to don't have Fkeys
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Nifarious
Profile Joined March 2010
United States42 Posts
July 07 2010 21:49 GMT
#222
While the no stun on Ultras is good--they're slow enough already!--why not no stun on anything massive? The no Neural Parasite, though, only opens up the slippery slope to giving each race something whose mind is inexplicably untouchable, like Jinro jested. Kinda takes the sport out of the ability if you're going to give it boundaries like that, even if only impractical ones (a ZvZ getting all the way to Ultras?).

God, I hope they get the server running soon.
overlord cuddler
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
July 07 2010 21:50 GMT
#223
those achievements are for the training part for noobs... don't get too critical about them... jesus.
In the beginning there was nothing... and then exploded
Feremuntrus
Profile Joined May 2010
United States64 Posts
July 07 2010 21:51 GMT
#224
As a zerg player I kinda question the stun immunity change they made. If the 250 mm cannons are such a problem why can't blizzard simply let players use micro overlord rescue pick ups to basically nullify the attack? I was hoping to use this strategy for phase 2 but with this change I guess it's alright to say.
Daralii
Profile Joined March 2010
United States16991 Posts
July 07 2010 21:51 GMT
#225
[image loading]

What the hell is that?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Canukian
Profile Joined March 2010
Canada69 Posts
July 07 2010 21:52 GMT
#226
On July 08 2010 06:49 Nifarious wrote:
While the no stun on Ultras is good--they're slow enough already!--why not no stun on anything massive? The no Neural Parasite, though, only opens up the slippery slope to giving each race something whose mind is inexplicably untouchable, like Jinro jested. Kinda takes the sport out of the ability if you're going to give it boundaries like that, even if only impractical ones (a ZvZ getting all the way to Ultras?).

God, I hope they get the server running soon.


I dont see how units like thors can be MC and now Ultra's cant. I hope this will be altered before 27th.
SC1 - Horrible, SC2beta - im less bad
Mr.E
Profile Blog Joined March 2009
United States434 Posts
July 07 2010 21:52 GMT
#227
On July 08 2010 06:49 KhAlleB wrote:
Show nested quote +
On July 08 2010 06:45 Mr.E wrote:
On July 08 2010 06:28 Gurls wrote:
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] +
[image loading]


WTF Blizzard!?

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.



and what happen if you use the Fkeys for transfert your worker to the other base like if you get storm drop you have a sec to react and move them bfr they blow up

Edit: i think they should put f key on F2F3F4, and for thos map maker able to put hero selectionF2F3F4F5F6F7F8 and in the campaigne this isn't that big of a deal to don't have Fkeys


I know its exciting how hard it's gunna be! I can't wait to try out the finger exercises I've been practicing for the last 3 hours.
Looking for top-tier practice partners, especially Z; PM me
Smorfty
Profile Joined July 2010
Sweden6 Posts
July 07 2010 21:53 GMT
#228
I've extracted some of the new music included in the patch:
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
July 07 2010 21:53 GMT
#229
On July 08 2010 06:46 Baksteen wrote:
Show nested quote +
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



They gathered a lot of information before the end of phase 1, they could have used that knowledge to make changes.. instead, they just did slight adjustments to one race.
Infiltrator out.
omg.deus
Profile Blog Joined October 2009
Korea (South)150 Posts
July 07 2010 21:55 GMT
#230
Attack-move rally is a terrible idea. It really bothers me that during a game you can set rally points, hit a short key sequence, and win literarly without looking at your screen. You can already macro without having to look at your screen. I know that BW was tedious to play, but there has to be a balance.
groms
Profile Joined May 2010
Canada1017 Posts
July 07 2010 21:55 GMT
#231
On July 08 2010 05:37 theqat wrote:
FINALLY rally points are move instead of attack move. Thank you, Blizzard

zomg yes I love this change.

So many times I am losing my hatch and I'm using the last couple of larvae to spawn units and rallying them into my main from my natural. So annoying when the units want to attack instead of just going where I want them to. GJ blizzard.
I have a recurring dream that I'm running away from a terran player but the marauders keep slowing me down. - Artosis
Ichabod
Profile Joined May 2010
United States1659 Posts
July 07 2010 21:57 GMT
#232
Maybe allowing ultralisks to have an upgrade to be immune to stun/MC would be alright, passive buff seems over the top though

It seems odd to disable half a unit's spell functionality versus a single unit.
Mr.E
Profile Blog Joined March 2009
United States434 Posts
Last Edited: 2010-07-07 21:59:40
July 07 2010 21:57 GMT
#233
Hmm.. I didn't mind attack-move rally, i just thought it should have been an option and not the default.

Maybe allowing ultralisks to have an upgrade to be immune to stun/MC would be alright, passive buff seems over the top though

It seems odd to disable half a unit's spell functionality versus a single unit.


They removed the speed upgrade and made it passive for a good reason. This is a good thing, and might very well make them viable against terran in fairly open spaces.
Looking for top-tier practice partners, especially Z; PM me
7mk
Profile Blog Joined January 2009
Germany10157 Posts
July 07 2010 21:57 GMT
#234
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid
beep boop
figq
Profile Blog Joined May 2010
12519 Posts
July 07 2010 21:58 GMT
#235
Was this glitch with Infested Terrans (from Infestors) fixed?:


I hate that they gave in to the popular vote and removed frenzy. Frenzy was very useful for little tricks, like breaking Graviton beam, protection from neuro parasite and others. They shouldn't have had it removed. I think this revert is not good, the IT was giving extra meaning to overseers, and the frenzy was good with infestors. Hope there are even more negative responses now, so they flip back yet again.
If you stand next to my head, you can hear the ocean. - Day[9]
Adrian_mx
Profile Joined April 2010
Mexico1880 Posts
July 07 2010 21:59 GMT
#236
Omfg Its here guys ,
Thank lord , I'm starting to feel more more intense about the game coming out.
I love the fact that they took out frenzy , and put back IT's .
Much more enjoyable.
Tyvm Blizz.

Are the servers gonna be up soon guys ?
我是冠军
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-07-07 22:01:46
July 07 2010 22:00 GMT
#237
On July 08 2010 06:57 7mk wrote:
Show nested quote +
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.
Logo
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-07 22:04:10
July 07 2010 22:01 GMT
#238
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 07 2010 22:03 GMT
#239
On July 08 2010 06:58 figq wrote:
Was this glitch with Infested Terrans (from Infestors) fixed?:
http://www.youtube.com/watch?v=okEvZYR-kwk

I hate that they gave in to the popular vote and removed frenzy. Frenzy was very useful for little tricks, like breaking Graviton beam, protection from neuro parasite and others. They shouldn't have had it removed. I think this revert is not good, the IT was giving extra meaning to overseers, and the frenzy was good with infestors. Hope there are even more negative responses now, so they flip back yet again.


frenzy was pretty shitty but ITs are waaaaaaaaaaaaay worse.

I TAKE BACK ALL THE SHIT I SAID ABOUT FRENZY BLIZZARD. JUST PLEASE GET RID OF FUCKING INFESTED TERRANS. PLEASE
Free Palestine
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 07 2010 22:04 GMT
#240
On July 08 2010 07:00 Logo wrote:
Show nested quote +
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.

but protoss dont have mouths D:
"You people need to just generally care a lot less about everything." -Zatic
Cow
Profile Joined May 2010
Canada1104 Posts
July 07 2010 22:04 GMT
#241
Was expecting way more changes |:
R.I.P. Nujabes ♫
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:04 GMT
#242
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

what? the rally change increased ease of play.
Mr.E
Profile Blog Joined March 2009
United States434 Posts
Last Edited: 2010-07-07 22:05:37
July 07 2010 22:04 GMT
#243
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

marauder was almost definitely the main reason for this. Theres also thor.

The attack move was more useful than annoying for me. I'd agree it was easier that way than BW made it without.
Looking for top-tier practice partners, especially Z; PM me
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 07 2010 22:05 GMT
#244
On July 08 2010 07:00 Logo wrote:
Show nested quote +
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.


protoss dont have mouths... that's really hte only trait that differs them from terran physically too. so i would assume infested protoss wouldnt have mouths.
Free Palestine
Delvin
Profile Joined August 2007
Finland141 Posts
July 07 2010 22:05 GMT
#245
On July 08 2010 07:00 Logo wrote:
Show nested quote +
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.

It just means a zerg player making a regular zealot. No hybrids involved.

Oh, and I'm glad to see frenzy go, useful as it may have been. Buffs are so WC3.
Tristan
Profile Blog Joined December 2009
Canada566 Posts
July 07 2010 22:05 GMT
#246
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?

[image loading]
http://Zangano431.tumblr.com/
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-07 22:05:58
July 07 2010 22:05 GMT
#247
On July 08 2010 07:04 Mr.E wrote:
Show nested quote +
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

marauder was almost definitely the main reason for this. Theres also thor.

Pretty sure marauder is not stun, its Slow, and Massive are already immune to it??
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
nEAnS
Profile Joined April 2010
Canada161 Posts
Last Edited: 2010-07-07 22:06:58
July 07 2010 22:05 GMT
#248
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


Wow some of the new portraits look awesome. The goliath portrait doesn`t look like some fat nerd anymore.

Edit: Nevermind he`s still there. I was looking a diff portrait.
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-07 22:12:26
July 07 2010 22:08 GMT
#249
On July 08 2010 07:04 PrinceXizor wrote:
Show nested quote +
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

what? the rally change increased ease of play.

lol man don't know what planet you come from. when players start using insane micro to manage their units, they sometimes forget to check units that are attacking their rallied armies. Any way you look at it, it requires more micro to constantly watch over your rallied units in case anything is attacking them. You can even see this in top brood war play sometimes rallied units get owned because they arent attacking.

The only case where attack move would require more micro is when you are under attack in your base and you dont want your units to attack.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Ownos
Profile Joined July 2010
United States2147 Posts
July 07 2010 22:08 GMT
#250
Good change. Terran mech is boned. I always felt if the infested terran were a useless spell it should be useless spell on the infestor.
...deeper and deeper into the bowels of El Diablo
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 07 2010 22:09 GMT
#251
On July 08 2010 06:47 Uhh Negative wrote:
Show nested quote +
On July 08 2010 06:42 FabledIntegral wrote:
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.


Balls. You got me. Haha. Well it was the same effect with Zerglings.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 07 2010 22:10 GMT
#252
On July 08 2010 07:05 nEAnS wrote:
Show nested quote +
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy


Wow some of the new portraits look awesome. The goliath portrait doesn`t look like some fat nerd anymore.

Edit: Nevermind he`s still there. I was looking a diff portrait.



not sure those are portrait but icon for the achievement instead
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
terranghost
Profile Joined May 2010
United States980 Posts
July 07 2010 22:11 GMT
#253
Has anyone gotten the in game mic to work or will I still be forced to use vent or teamspeak...



On July 08 2010 07:05 TheElitists wrote:
Show nested quote +
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?

[image loading]

rofl
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Lemure
Profile Joined March 2010
189 Posts
July 07 2010 22:12 GMT
#254
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?

Probably http://starcraft.wikia.com/wiki/Ethan_Stewart
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
July 07 2010 22:12 GMT
#255
anybody else notice the browder avatar? lol
hacpee
Profile Joined November 2007
United States752 Posts
July 07 2010 22:13 GMT
#256
A huge nerf. Before, you could have unlimited combat units with infested terran and overseers. Now you can't.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:13 GMT
#257
On July 08 2010 07:08 Disastorm wrote:
Show nested quote +
On July 08 2010 07:04 PrinceXizor wrote:
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

what? the rally change increased ease of play.

lol man don't know what planet you come from. when players start using insane micro to manage their units, they sometimes forget to check units that are attacking their rallied armies. Any way you look at it, it requires more micro to constantly watch over your rallied units in case anything is attacking them. You can even see this in top brood war play sometimes rallied units get owned because they arent attacking.

The only case where attack move would require more micro is when you are under attack in your base and you dont want your units to attack.


So it's more difficult to look at you minimap, then order your units away from attack if they spawn near an attacking unit and start to go suicide by themselves?
Evilruler
Profile Joined May 2010
Brazil116 Posts
July 07 2010 22:14 GMT
#258
On July 08 2010 07:00 Logo wrote:
Show nested quote +
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.

Looks like a terran infested. Because it has a nose. Protoss don't. Some kind of standard terran infestation, maybe. I mean, the original infested were kinda rushed, and kerrigan was too bad ass of a infestation process. Maybe the zerg took their time and found this as a balanced form. =P
th3b3t0
Profile Joined January 2010
Mexico29 Posts
July 07 2010 22:14 GMT
#259
Finally. Not much changes in balance but a lot in the interface. Now we will see what is the Character code.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
July 07 2010 22:15 GMT
#260
Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.
Developer for http://mtgfiddle.com
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:16 GMT
#261
On July 08 2010 07:14 Evilruler wrote:
Show nested quote +
On July 08 2010 07:00 Logo wrote:
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.

Looks like a terran infested. Because it has a nose. Protoss don't. Some kind of standard terran infestation, maybe. I mean, the original infested were kinda rushed, and kerrigan was too bad ass of a infestation process. Maybe the zerg took their time and found this as a balanced form. =P

OR It's a spliced Zerg/Terran and not just an infestation. Similiar to the attempts to Protos/Zerg Splice.
CosciaSi
Profile Joined April 2010
Canada39 Posts
July 07 2010 22:16 GMT
#262
That's it??
Daliniues
Profile Joined May 2010
Canada117 Posts
July 07 2010 22:17 GMT
#263
I would have liked frenzy to stick around a bit more to see if it could be used. Guess not, its generally purpose is permanent now though.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-07-07 22:18:32
July 07 2010 22:17 GMT
#264
On July 08 2010 07:14 Evilruler wrote:
Show nested quote +
On July 08 2010 07:00 Logo wrote:
On July 08 2010 06:57 7mk wrote:
On July 08 2010 06:51 Daralii wrote:
[image loading]

What the hell is that?


maybe some terran/zerg hybrid


It's a Zerglot

We already know what T+Z hybrids look like and it's not that (see Infested Terran, Duran, and Infested Kerrigan). Also there's an achievement named Zerglot.

Looks like a terran infested. Because it has a nose. Protoss don't. Some kind of standard terran infestation, maybe. I mean, the original infested were kinda rushed, and kerrigan was too bad ass of a infestation process. Maybe the zerg took their time and found this as a balanced form. =P


Well infestation wouldn't look the same as a hybrid. A zerglot would indicate a hybrid more so than an infested protoss. If you look at the picture right below that one it looks a little more like an infested protoss (it barely looks infested, but it does have a zerg jaw and it's between Zerg and Terran portraits).

The thing, to me, looks like it has a similar deep eye brow, pupil-less eye, and angular shoulders that a protoss does.

If it was an infested Terran you'd think it'd be next to the 2 other infested terrans on the same row.

Prince has a good point above me too. I suppose it could be a spliced human/zerg.
Logo
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
July 07 2010 22:18 GMT
#265
why did they change the rally points? i liked how units attack moved =(
for there to be pro there has to be noob.
Mitleidlos
Profile Joined July 2010
United States2 Posts
July 07 2010 22:18 GMT
#266
On July 08 2010 07:15 darmousseh wrote:
Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.

Haha! That's brilliant. Where's the full achievement list?
It is destined.
AeonStrife
Profile Blog Joined May 2010
United States918 Posts
July 07 2010 22:20 GMT
#267
I am glad they changed the whole rally and attack move option. Its makes it less noob friendly.
Whats worse...US Poltics or SC2 Balance Talks...
Iron_
Profile Joined April 2010
United States389 Posts
July 07 2010 22:21 GMT
#268
Not a fan of the rally point change. All you had to do was direct them manually if you did not want them attacking. Now if stuff is in your base next to your buildings they will likely get a free shot or 2.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 07 2010 22:21 GMT
#269
Could someone explain to me exactly what a "stun" is? What kinds of things will the Ultra be immune to now?
Zeromadcowz
Profile Joined March 2010
Canada241 Posts
July 07 2010 22:23 GMT
#270
On July 08 2010 07:21 Subversion wrote:
Could someone explain to me exactly what a "stun" is? What kinds of things will the Ultra be immune to now?

250mm cannons from thors
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
July 07 2010 22:23 GMT
#271
On July 08 2010 07:18 Mitleidlos wrote:
Show nested quote +
On July 08 2010 07:15 darmousseh wrote:
Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.

Haha! That's brilliant. Where's the full achievement list?



On the first page of the thread.
Developer for http://mtgfiddle.com
theqat
Profile Blog Joined March 2008
United States2856 Posts
July 07 2010 22:23 GMT
#272
Rally point change was completely necessary because lings come flying out of the eggs at a speed so high you can barely click on them. Thus you can't redirect them before they die to whatever by trying to fight it
Scientia
Profile Joined June 2010
Canada31 Posts
July 07 2010 22:23 GMT
#273
On July 08 2010 07:21 Subversion wrote:
Could someone explain to me exactly what a "stun" is? What kinds of things will the Ultra be immune to now?


Like a Thor's 250 mm cannon.


Personally... I was expecting a little... more. Even if they were working on a bunch of maps and stuff during all this time, you'd expect them to do some balance testing as well.
koppik
Profile Joined April 2010
United States676 Posts
July 07 2010 22:23 GMT
#274
"Stun" is an effect of the 250mm cannon on the thor. During the duration of the 250mm cannon, the unit targeted can't move or attack; that is, it's "stunned".
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 07 2010 22:23 GMT
#275
I took stun to mean the 250mm cannons AND fungal growth
Knowing is half the battle... the other half is lasers.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-07-07 22:25:50
July 07 2010 22:24 GMT
#276
On July 08 2010 07:20 JohnUCrazy wrote:
I am glad they changed the whole rally and attack move option. Its makes it less noob friendly.


AKA they made it more annoying and unintuitive. If you tell a unit to walk somewhere, and something attacks it... of course it shouldn't defend itself. Sure, if you played lots of Brood War this isn't the case, as you're used to it. A sweeping majority of people who will ever buy Starcraft II have not touched Brood War.

I'm hoping that by default its a move command, and that you can a+ rally.

EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
July 07 2010 22:28 GMT
#277
On July 08 2010 07:24 Ndugu wrote:
Show nested quote +
On July 08 2010 07:20 JohnUCrazy wrote:
I am glad they changed the whole rally and attack move option. Its makes it less noob friendly.


AKA they made it more annoying and unintuitive. If you tell a unit to walk somewhere, and something attacks it... of course it shouldn't defend itself. Sure, if you played lots of Brood War this isn't the case, as you're used to it. A sweeping majority of people who will ever buy Starcraft II have not touched Brood War.

I'm hoping that by default its a move command, and that you can a+ rally.



that would be a pretty good idea
savior did nothing wrong
hypp0crit
Profile Joined April 2010
19 Posts
Last Edited: 2010-07-07 22:30:11
July 07 2010 22:28 GMT
#278
It's not mentioned in the patch notes, but has anyone else noticed that for standard hotkeys, they've changed Map Hotkeys from F5-8 to F8-12?

I guess you're supposed to use your right hand for that?

Edit: my sleepy first post made no sense, wups
Hello
HDstarcraft
Profile Blog Joined May 2009
United States577 Posts
July 07 2010 22:28 GMT
#279
For those who still want attack move to work, all you have to do is simply add a shift attack move command at the end of the building rally queue.
YouTube.com/HDstarcraft
TheNomad
Profile Joined April 2010
United States134 Posts
July 07 2010 22:30 GMT
#280
On July 08 2010 05:36 getSome[703] wrote:
Rally points now behave as a move command, instead of an attack move command.


Thank you god!
GhostBusters
Profile Joined July 2010
United States198 Posts
July 07 2010 22:30 GMT
#281
I think that the Overseer should get the Mind control spell ( would need to upgrade to be able to use it ) that way Overseers arn't just made to be detection, And keep Fungal growth and Infested terran ( makes sense with it being a "infestor") that way it doesn't have to decide between 3 spells when the other 2 are obviously better than infested terran. So if the overseer has mind control the infestor has the 2 main spells of Fungal Growth and infested Terran and then with the overseer and mind control you can only move the unit to X range and when it reaches the max range you then have to move the overseer with the unit.

What do you guys think?
Yut, bellybuttons.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:31 GMT
#282
On July 08 2010 07:24 Ndugu wrote:
Show nested quote +
On July 08 2010 07:20 JohnUCrazy wrote:
I am glad they changed the whole rally and attack move option. Its makes it less noob friendly.


AKA they made it more annoying and unintuitive. If you tell a unit to walk somewhere, and something attacks it... of course it shouldn't defend itself. Sure, if you played lots of Brood War this isn't the case, as you're used to it. A sweeping majority of people who will ever buy Starcraft II have not touched Brood War.

I'm hoping that by default its a move command, and that you can a+ rally.


well it's actually wrong, it's alot more noob friendly when you are under attack, and noob-equal when you aren't and less noob friendly if you are rallying WAAAAAAY off in places you shouldnt be.
LooseMoose
Profile Blog Joined April 2010
United States184 Posts
July 07 2010 22:32 GMT
#283
May have missed this in the past few pages... but since they moved the IT back to the infester did they lower the energy cost of making those IT? or is it still 100 or 75 or w/e it was before phase 1 ended?
vesicular
Profile Blog Joined March 2010
United States1310 Posts
Last Edited: 2010-07-07 22:33:30
July 07 2010 22:32 GMT
#284
Love the rally point change. Like the cross game implementation. Hope the AI is as hard as some people who've played it says it is. Infestors should get infested Terrans. I mean, infested is right in the name!

Just looking forward to the servers going up.
STX Fighting!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:34 GMT
#285
On July 08 2010 07:32 LooseMoose wrote:
May have missed this in the past few pages... but since they moved the IT back to the infester did they lower the energy cost of making those IT? or is it still 100 or 75 or w/e it was before phase 1 ended?

we don't know.
bleh
Profile Joined June 2010
85 Posts
July 07 2010 22:36 GMT
#286
On July 08 2010 07:28 HDstarcraft wrote:
For those who still want attack move to work, all you have to do is simply add a shift attack move command at the end of the building rally queue.


How are you going to issue an attack command with a building selected?
FroZeNN
Profile Blog Joined March 2010
United States165 Posts
July 07 2010 22:37 GMT
#287
man if those achievements are really going to be implemented seems fun, better then just grinding games lolz
"More GG More Skill" - WhiteRa
clusen
Profile Joined May 2010
Germany8702 Posts
Last Edited: 2010-07-07 22:43:09
July 07 2010 22:38 GMT
#288
On July 08 2010 05:53 Deadlyhazard wrote:
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

Ummm, okay

+ Show Spoiler +
Looks like one of those is a Xel'naga portrait. Check out the beast thing with the psionic energy

Panda, Priestress and Dustin Browder as Avas wtf?

In the first bunch the second from the left in the lowest line looks like Browder imo :p

I really like the rally point change I have to say.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
Last Edited: 2010-07-07 22:39:55
July 07 2010 22:39 GMT
#289
On July 08 2010 07:30 Smiggins wrote:
I think that the Overseer should get the Mind control spell ( would need to upgrade to be able to use it ) that way Overseers arn't just made to be detection, And keep Fungal growth and Infested terran ( makes sense with it being a "infestor") that way it doesn't have to decide between 3 spells when the other 2 are obviously better than infested terran. So if the overseer has mind control the infestor has the 2 main spells of Fungal Growth and infested Terran and then with the overseer and mind control you can only move the unit to X range and when it reaches the max range you then have to move the overseer with the unit.

What do you guys think?


makes the infestor kinda crap and the overseer super imba.

i think people look too much into the unit names.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-07-07 22:40:51
July 07 2010 22:40 GMT
#290
Honestly, I kinda liked the damage bonus from frenzy. It didn't fit with the infestor at all, and I like IT more than frenzy, hopefully these changes don't make ultras a little too weak. 25% damage bonus on your ultras was no joke.
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-07 22:46:33
July 07 2010 22:42 GMT
#291
On July 08 2010 07:13 PrinceXizor wrote:
Show nested quote +
On July 08 2010 07:08 Disastorm wrote:
On July 08 2010 07:04 PrinceXizor wrote:
On July 08 2010 07:01 Disastorm wrote:
Rally point change is pretty huge and definitely a step in the right direction (sacrificing ease of play for micro requirements). However not sure about the ultra change. Who actually ever got to ultras in Zvz?what unit can actually stun, isnt it just the thor and fungal growth?

what? the rally change increased ease of play.

lol man don't know what planet you come from. when players start using insane micro to manage their units, they sometimes forget to check units that are attacking their rallied armies. Any way you look at it, it requires more micro to constantly watch over your rallied units in case anything is attacking them. You can even see this in top brood war play sometimes rallied units get owned because they arent attacking.

The only case where attack move would require more micro is when you are under attack in your base and you dont want your units to attack.


So it's more difficult to look at you minimap, then order your units away from attack if they spawn near an attacking unit and start to go suicide by themselves?

I'd say yes mainly because it will require you to look at your minimap alot more than youre going to be preventing suiciding units.

I can super duper insanely guarantee you that noobs and probably people gold or below will either stop rallying out of their base or constantly lose units due to it.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Akira-X
Profile Joined July 2010
United States6 Posts
July 07 2010 22:46 GMT
#292
On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.


Very good catch by PrinceXizor, maybe they actually listened to the community. Why the hell would they say that they want SC2 to be more friendly to events and users and TAKE OUT the LAN option. That's the most bass-ackwards thinking ever.
Noocta
Profile Joined June 2010
France12578 Posts
July 07 2010 22:47 GMT
#293
There are some nice Protoss female concept in these.
" I'm not gonna fight you. I'm gonna kick your ass ! "
shalamadoooo
Profile Joined July 2010
78 Posts
July 07 2010 22:49 GMT
#294

On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.

Wait, what is this? How do they validate the offline service? Is there a key given to you or something?
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:50 GMT
#295
On July 08 2010 07:42 Disastorm wrote:


I can super duper insanely guarantee you that noobs and probably people gold or below will either stop rallying out of their base or constantly lose units due to it.

I've never rallied out of my base, it's easier to go back and tell my units what to do directly than to rally them and have then get sent to no where because of a scouting probe.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 07 2010 22:52 GMT
#296
On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.

Hm, that's an interesting way to look at it - I initially assumed it was because they considered the map editor less important so it didn't matter as much if the auth for that was cracked.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-07 22:56:12
July 07 2010 22:53 GMT
#297
On July 08 2010 07:50 PrinceXizor wrote:
Show nested quote +
On July 08 2010 07:42 Disastorm wrote:


I can super duper insanely guarantee you that noobs and probably people gold or below will either stop rallying out of their base or constantly lose units due to it.

I've never rallied out of my base, it's easier to go back and tell my units what to do directly than to rally them and have then get sent to no where because of a scouting probe.

Thats may be because you were a good brood war player and got used to that mentality. I was only ever c- in Brood war and Move Rally was annoying as hell it was very hard for me to micro since my micro was not 150+ apm . In SC2 I rally outside my base quite often, especially when I'm attacking , it was alot easier with Attack Move and I've always been a top Platinum/Diamond player in SC2. This change will no doubt make it harder for me, but I think it helps the game overall and so I like it.

On July 08 2010 07:52 Liquid`Jinro wrote:
Show nested quote +
On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.

Hm, that's an interesting way to look at it - I initially assumed it was because they considered the map editor less important so it didn't matter as much if the auth for that was cracked.

I think this is the most likely case. The map editor will probably be cracked in like 2 seconds.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 07 2010 22:54 GMT
#298
[QUOTE]On July 08 2010 07:38 clusen wrote:
[QUOTE]On July 08 2010 05:53 Deadlyhazard wrote:
[url=http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg]http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg[/url]
Panda, Priestress and Dustin Browder as Avas wtf?[/QUOTE]

They are paintings over the marine's helmet shield. I think the Panda one looks pretty tight actually.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
Sylph
Profile Joined May 2010
United States31 Posts
July 07 2010 22:55 GMT
#299
On July 08 2010 07:30 Smiggins wrote:
I think that the Overseer should get the Mind control spell ( would need to upgrade to be able to use it ) that way Overseers arn't just made to be detection, And keep Fungal growth and Infested terran ( makes sense with it being a "infestor") that way it doesn't have to decide between 3 spells when the other 2 are obviously better than infested terran. So if the overseer has mind control the infestor has the 2 main spells of Fungal Growth and infested Terran and then with the overseer and mind control you can only move the unit to X range and when it reaches the max range you then have to move the overseer with the unit.

What do you guys think?

So you're saying that there would be like 25 units with the ability to use Mind Control on the Zerg's side late game. And they would be flying. And ridiculously fast. And they act as transport. And they're Detectors. etc etc.

Oh, and FINALLY, A PATCH!!!!! BETA IS BACK, BABY!!!! (tomorrow)
You must stream additional Pylons!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 22:56 GMT
#300
On July 08 2010 07:53 Disastorm wrote:
Thats may be because you were a good brood war player and got used to that mentality. I was only ever c- in Brood war and Move Rally was annoying as hell it was very hard for me to micro since my micro was not 150+ apm . In SC2 I rally outside my base all the time, it was alot easier with Attack Move and I've always been a top Platinum/Diamond player in SC2. This change will no doubt make it harder for me, but I think it helps the game overall and so I like it.

started playing BW when beta went down. I played Civ 4 as my strategy game before this. (as well as Age of mythology Titans back in the day.) But yeah this chance makes it easier for me.
shalamadoooo
Profile Joined July 2010
78 Posts
July 07 2010 22:56 GMT
#301
On July 08 2010 07:52 Liquid`Jinro wrote:
Show nested quote +
On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.

Hm, that's an interesting way to look at it - I initially assumed it was because they considered the map editor less important so it didn't matter as much if the auth for that was cracked.

Sounds likes it just a way to track who actually makes the games... eg embed account info from your battle.net account into the editor silently and then embedding all of that into every map you make so they can track it back.
Antiochus
Profile Joined March 2010
Canada548 Posts
July 07 2010 22:57 GMT
#302
This is the worst patch ever no more mass overseer into mass infested terran drop in ffa.

Well it was fun while it lasted.
All play and no work makes Jack unemployed.
Disastorm
Profile Joined January 2008
United States922 Posts
July 07 2010 22:58 GMT
#303
On July 08 2010 07:56 PrinceXizor wrote:
Show nested quote +
On July 08 2010 07:53 Disastorm wrote:
Thats may be because you were a good brood war player and got used to that mentality. I was only ever c- in Brood war and Move Rally was annoying as hell it was very hard for me to micro since my micro was not 150+ apm . In SC2 I rally outside my base all the time, it was alot easier with Attack Move and I've always been a top Platinum/Diamond player in SC2. This change will no doubt make it harder for me, but I think it helps the game overall and so I like it.

started playing BW when beta went down. I played Civ 4 as my strategy game before this. (as well as Age of mythology Titans back in the day.) But yeah this chance makes it easier for me.

I feel that if you dont have high micro, you may find yourself losing some units that you could have not lost otherwise.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 07 2010 22:59 GMT
#304
I already miss mass overseers!!
"Zerg, so bad it loses to hydras" IdrA.
Count9
Profile Blog Joined May 2009
China10928 Posts
Last Edited: 2010-07-07 23:02:54
July 07 2010 23:01 GMT
#305
Infestor

Frenzy spell removed.
Infested Terran spell added.

I'm glad they're not afraid to just scrap a latest change. Ridiculously happy about that actually =) Although adding infested terran back to the infestor with alternatives being plagu and mind control is kinda silly.

Oh, ofc the move rally point, awesome, now... mbs. (jk, I like mbs =])
Disastorm
Profile Joined January 2008
United States922 Posts
July 07 2010 23:02 GMT
#306
Im dissapointed that there are barely any changes in this patch. I thought blizzard was gonna have a bunch of crap due to their long downtime.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
July 07 2010 23:09 GMT
#307
On July 08 2010 08:02 Disastorm wrote:
Im dissapointed that there are barely any changes in this patch. I thought blizzard was gonna have a bunch of crap due to their long downtime.


A finished product the size of sc2 ready for release isnt enough I guess. oh wait yeah it is
Do you really want chat rooms?
Kokkan
Profile Joined June 2010
Sweden83 Posts
July 07 2010 23:09 GMT
#308
Damn! I just had a nightmare.
http://img149.imageshack.us/img149/9634/qwertyj.jpg
shalamadoooo
Profile Joined July 2010
78 Posts
July 07 2010 23:11 GMT
#309
On July 08 2010 08:09 Kokkan wrote:
Damn! I just had a nightmare.
http://img149.imageshack.us/img149/9634/qwertyj.jpg

Me too, I thought that was wayne newton.
Jayme
Profile Blog Joined February 2009
United States5866 Posts
July 07 2010 23:14 GMT
#310
On July 08 2010 08:09 FarbrorAbavna wrote:
Show nested quote +
On July 08 2010 08:02 Disastorm wrote:
Im dissapointed that there are barely any changes in this patch. I thought blizzard was gonna have a bunch of crap due to their long downtime.


A finished product the size of sc2 ready for release isnt enough I guess. oh wait yeah it is


It's hardly what I would consider a finished product.

Zerg still doesn't seem zerglike and the only reason infested terran was even used all of a sudden is because the overseer didn't really have any other use. Now you remove Frenzy (which no one used) and added Infested Terran (which no one will use)

Why? What's the point? Just remove both spells.
Python is garbage, number 1 advocate of getting rid of it.
chirievalord
Profile Joined May 2009
Costa Rica92 Posts
July 07 2010 23:17 GMT
#311
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
Surrealz
Profile Blog Joined May 2010
United States449 Posts
July 07 2010 23:19 GMT
#312
<<<< A disappointed protoss nerd wanting archon and ht buffz
1a2a3a
Zeno
Profile Joined May 2010
United States40 Posts
Last Edited: 2010-07-07 23:24:22
July 07 2010 23:23 GMT
#313
Am I the only one who is concerned that there is a giant cow-marine in this!?

(Far right fourth one down)

http://img149.imageshack.us/img149/9634/qwertyj.jpg

ITS THE 4th RACE !!!!!\

oh yeah and the other guy in the bottom too.
Smikis
Profile Joined April 2010
Lithuania117 Posts
July 07 2010 23:23 GMT
#314
On July 08 2010 05:38 InTriX wrote:
Ultras imune to stuns. GG terran mech u so dead now.

+ personaly i dont like the idea of waypoints being the same as sc1, ive gotten used to the sc2 waypoints .


cuz only in game stun dealing 500 dmg wont be enough to wtf pwn ultras ?
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 07 2010 23:24 GMT
#315
On July 08 2010 08:14 Jayme wrote:
Show nested quote +
On July 08 2010 08:09 FarbrorAbavna wrote:
On July 08 2010 08:02 Disastorm wrote:
Im dissapointed that there are barely any changes in this patch. I thought blizzard was gonna have a bunch of crap due to their long downtime.


A finished product the size of sc2 ready for release isnt enough I guess. oh wait yeah it is


It's hardly what I would consider a finished product.

Zerg still doesn't seem zerglike and the only reason infested terran was even used all of a sudden is because the overseer didn't really have any other use. Now you remove Frenzy (which no one used) and added Infested Terran (which no one will use)

Why? What's the point? Just remove both spells.


yea I'd rather have both removed than either be in the game at this point lol.

i actually KINDA liked the idea of IT on the overseer. it was still awful but I liked where they were going (making the overseer a harass caster and being able to drop some shitty unit somewhere to maybe fuck something up, like kill an SCV making a supply depot or something) and I hoped they would just change the model for the IT to something else and be done with it. it worked on the overseer beucase it's other 2 spells didnt overlap with it at ALL and I could actually see instances of having an overseer floating around and doing stuff with it.

moving the IT back to the infestor is SOOOOOOO stupid. i've lost all faith in the blizzard design team ever making a smart patch change again. and i highly doubt the expansions will have any better changes at this point.
Free Palestine
Kletus
Profile Blog Joined March 2008
Canada580 Posts
July 07 2010 23:25 GMT
#316
On July 08 2010 08:23 Zeno wrote:
Am I the only one who is concerned that there is a giant cow-marine in this!?

(Far right fourth one down)

http://img149.imageshack.us/img149/9634/qwertyj.jpg

ITS THE 4th RACE !!!!!\

oh yeah and the other guy in the bottom too.


That is extremely old news. One of the tauren marines added in as a joke unit/easteregg.
Your resistance only serves to make my carapace harder.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 07 2010 23:26 GMT
#317
On July 08 2010 07:15 darmousseh wrote:
Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.


Haha from not even a Blizzard game :o
synapse
Profile Blog Joined January 2009
China13814 Posts
July 07 2010 23:26 GMT
#318
On July 08 2010 08:01 Count9 wrote:
Show nested quote +
Infestor

Frenzy spell removed.
Infested Terran spell added.

I'm glad they're not afraid to just scrap a latest change. Ridiculously happy about that actually =) Although adding infested terran back to the infestor with alternatives being plagu and mind control is kinda silly.

Oh, ofc the move rally point, awesome, now... mbs. (jk, I like mbs =])


Yeah, Overlords dropping Infested Terrans made no sense at all. I guess if they really want to keep it in the game, they just give it to the Infestor :T
:)
figq
Profile Blog Joined May 2010
12519 Posts
July 07 2010 23:30 GMT
#319
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..
If you stand next to my head, you can hear the ocean. - Day[9]
Ecto
Profile Joined May 2010
Denmark54 Posts
July 07 2010 23:30 GMT
#320
I like the ultralisk change... While I suppose it's technically a nerf to the ultralisk to remove frenzy, I never actually saw anyone use it anyway. And this makes ultras a lot more useful late-game against terran
My unicorn is not a unicorn. It is a donkey with a plunger stuck to its face.
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 07 2010 23:30 GMT
#321
On July 08 2010 08:26 synapse wrote:
Show nested quote +
On July 08 2010 08:01 Count9 wrote:
Infestor

Frenzy spell removed.
Infested Terran spell added.

I'm glad they're not afraid to just scrap a latest change. Ridiculously happy about that actually =) Although adding infested terran back to the infestor with alternatives being plagu and mind control is kinda silly.

Oh, ofc the move rally point, awesome, now... mbs. (jk, I like mbs =])


Yeah, Overlords dropping Infested Terrans made no sense at all. I guess if they really want to keep it in the game, they just give it to the Infestor :T


lore wise it makes no sense but gameplay-wise it was a much better fit IMO. sorta like how hallucination is really good on the sentry but always sucked on the high templar. it's all about what spells the caster has to pick from. they should of just changed the model of the infested terran and called it something else and kept it on the overseer.
Free Palestine
QueueQueue
Profile Joined July 2009
Canada1000 Posts
July 07 2010 23:32 GMT
#322
On July 08 2010 07:15 darmousseh wrote:
Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.



Awesome reference to an awesome game :D
TieN.nS)
Profile Joined August 2003
United States2131 Posts
July 07 2010 23:33 GMT
#323
ROFL FRIEND CODES
terranghost
Profile Joined May 2010
United States980 Posts
July 07 2010 23:33 GMT
#324
On July 08 2010 07:52 Liquid`Jinro wrote:
Show nested quote +
On July 08 2010 05:39 PrinceXizor wrote:
Something else which is VERY VERY VERY IMPORTANT you now need to log in to Battle.net in order to use the offline Starcraft 2 editor. Meaning blizzard now has a way to mandate validation for offline services. which is one HUGE step towards LAN capabilities, and it also removes their only real excuse for not having LAN.

Hm, that's an interesting way to look at it - I initially assumed it was because they considered the map editor less important so it didn't matter as much if the auth for that was cracked.


woot

On July 08 2010 07:13 hacpee wrote:
A huge nerf. Before, you could have unlimited combat units with infested terran and overseers. Now you can't.


In theory yes but an overseer morph did cost 100 gas you spawn 200 overseers and pop out infested terrans (which have a timed lifespan) and see what units other than zerglings you have. As 2000 gas is a bigg deal.

On July 08 2010 07:57 Antiochus wrote:
This is the worst patch ever no more mass overseer into mass infested terran drop in ffa.

Well it was fun while it lasted.


The infested terran ability was nerfed quite a bit imo when it moved to the overseer simply because you could produce them for no supply

On July 08 2010 08:23 Zeno wrote:
Am I the only one who is concerned that there is a giant cow-marine in this!?

(Far right fourth one down)

http://img149.imageshack.us/img149/9634/qwertyj.jpg

ITS THE 4th RACE !!!!!\

oh yeah and the other guy in the bottom too.


The tauren marine lol.... I remember that joke. While its there anyone remember WOW molten core if not here you go..

"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Trok67
Profile Joined May 2010
France384 Posts
July 07 2010 23:34 GMT
#325
On July 08 2010 08:30 figq wrote:
Show nested quote +
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..


I loled, se with frenzy ultralisk a melee unit can finally kill an anti-air unit with an insane range attack ? So usefull...
dthree
Profile Joined March 2010
Australia150 Posts
July 07 2010 23:34 GMT
#326
If you have used custom hotkeys you get

"The patch "enUS\Mods\Core.SC2Mod\enUS.SC2Data\LocalizedData\GameHotkeys.txt" could not be applied. (CRC mismatch: expected 0x37eccaa7, actual 0xbed71dea.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply)"

Anyone know how to fix?
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
July 07 2010 23:35 GMT
#327
lolwut the ultralisk is so powerful O.o
cannot be mind controlled? how about the thor?
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
zak
Profile Joined April 2010
Korea (South)1009 Posts
July 07 2010 23:35 GMT
#328
aww i loved the attack rally...

it works so well....
You know how to gain a victory, but not use it - maharbal
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 07 2010 23:37 GMT
#329
On July 08 2010 08:34 dthree wrote:
If you have used custom hotkeys you get

"The patch "enUS\Mods\Core.SC2Mod\enUS.SC2Data\LocalizedData\GameHotkeys.txt" could not be applied. (CRC mismatch: expected 0x37eccaa7, actual 0xbed71dea.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply)"

Anyone know how to fix?

My guess is uninstall and then reinstalling the game.
shlomo
Profile Joined May 2010
258 Posts
July 07 2010 23:37 GMT
#330
Blah. So Zerg will still feel like a half-assed job on release... woohoo...
Spyfire242
Profile Joined March 2009
United States715 Posts
July 07 2010 23:38 GMT
#331
Attack rally is bad, I am glad they changed it! >__>
Entusman #55 Spyfire242!
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
July 07 2010 23:39 GMT
#332
i don't get why people care about the whole thing with rally point.

someone care to explain?
FOOL! Pain is my friend! Now let me introduce you to it!
Xyik
Profile Blog Joined November 2009
Canada728 Posts
July 07 2010 23:39 GMT
#333
no change to mothership?? lame. give it the planet cracker back.


Cirn9
Profile Blog Joined May 2009
1117 Posts
July 07 2010 23:40 GMT
#334
gg not reducing the cost on infested terran back down so an infestor can drop like 5. Also no giving overseer a unique spell
Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 07 2010 23:41 GMT
#335
On July 08 2010 08:39 blagoonga123 wrote:
i don't get why people care about the whole thing with rally point.

someone care to explain?


when they proxy like the cheesy people they are thier units get distracted and chase scout workers instead of going to rally point. Personally I like attack rally more but its not a huge deal either way to me
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
July 07 2010 23:41 GMT
#336
Can't wait to see how good the hardest AI is. And I reeaally want to try out those new maps. Cooperative matchmaking vs AI is kind of interesting. I hope that means that the AI is actually pretty intelligent.
dthree
Profile Joined March 2010
Australia150 Posts
July 07 2010 23:41 GMT
#337
On July 08 2010 08:39 blagoonga123 wrote:
i don't get why people care about the whole thing with rally point.

someone care to explain?


Being attacked as zerg and wanting to store lings or hydras for a big attack except a few spawn and suicide themselves into the army attacking you.
DC Elite
Profile Joined May 2010
United States152 Posts
July 07 2010 23:45 GMT
#338
On July 08 2010 08:32 QueueQueue wrote:

Best achievement ever if you know the reference

Would You Kindly...
Destroy 5 units with a single Neural Parasited unit in a League game.


FTW!... wheres my golf club?
TheYango
Profile Joined September 2008
United States47024 Posts
July 07 2010 23:46 GMT
#339
Well it seems they read the interview where Idra mentions that on the Infestor, Fungal + Infested Terran can serve as drop defense, and how on the Overseer it's just pointless.
Moderator
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-07 23:57:31
July 07 2010 23:55 GMT
#340
On July 08 2010 08:34 Trok67 wrote:
Show nested quote +
On July 08 2010 08:30 figq wrote:
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..


I loled, se with frenzy ultralisk a melee unit can finally kill an anti-air unit with an insane range attack ? So usefull...
Thor is anti-air unit? Have you tried it to see how this 1-on-1 match-up works with and without those spells.

If you want reference, just look at last Day9 show, Lalush vs Jinro, and see Ultras vs mech, in which case Terran mass produces Thors and counters the ultra superbly (with 250mm cannons), because no frenzy was used. But IF frenzy is used, in pure 1-on-1 the ultras win vs the 250mm - test it with the latest phase 1 patch, if you don't believe.
If you stand next to my head, you can hear the ocean. - Day[9]
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 07 2010 23:56 GMT
#341
Attack rally has to be a bigger buff to zerg then any other race. Super happy.
#1 Kwanro Fan
Prophecy3
Profile Joined March 2010
Canada223 Posts
July 07 2010 23:58 GMT
#342
Whatever reasoning they had for putting the Infested Terran back in, is flawed, it's totally useless.
Ignorance is Bliss? Indifferance is Atrocity.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 08 2010 00:03 GMT
#343
infested terran isn't necessarily a terrible spell in itself, it just needs to be changed/buffed/cost reduced so it doesn't suck so much
jax1492
Profile Joined November 2009
United States1632 Posts
July 08 2010 00:09 GMT
#344
On July 08 2010 05:37 Fire44 wrote:
Where is the lurker ?


I'm not sure they are needed in SC2, i think zerg just needs some more balance so they can mass like in BW.
RMmanlots
Profile Joined May 2010
United States95 Posts
July 08 2010 00:17 GMT
#345
Dear TL community,

The infested terran in awesome. Don't take my word for it, play around with infesters in the unit tester. Holding shift, spawn the infested terrans in the center of the opponents army, and they form a semi circle around the army. It's an instant flank. Try it before flaming k thanks.

Do you want to live forever?
kAz3
Profile Joined July 2010
United States56 Posts
July 08 2010 00:17 GMT
#346
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??
Diks
Profile Joined January 2010
Belgium1880 Posts
July 08 2010 00:20 GMT
#347
On July 08 2010 09:17 kAz3 wrote:
Show nested quote +
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??


mmmhhh... maybe a regular marine lighted in red...
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
Last Edited: 2010-07-08 00:29:57
July 08 2010 00:28 GMT
#348
Rally Point change the best change in a while!! So glad blizz finally patched it.

edit: what do you guys think about giving infesting command center to the queen again and letting it infest cc's to produce the bw infested terrans lol
Long live BroodWar!
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 08 2010 00:37 GMT
#349
On July 08 2010 09:17 kAz3 wrote:
Show nested quote +
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??

Maybe it is a non inhibited ghost?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 08 2010 01:00 GMT
#350
On July 08 2010 08:30 figq wrote:
Show nested quote +
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..


It still took the full 500 dmg and would die very quickly, and if you have any unit in between the Thor and Ultra the Thor easily wins, which will most likely be the case.
Sixes
Profile Joined July 2010
Canada1123 Posts
July 08 2010 01:11 GMT
#351
On July 08 2010 09:17 RMmanlots wrote:
Dear TL community,

The infested terran in awesome. Don't take my word for it, play around with infesters in the unit tester. Holding shift, spawn the infested terrans in the center of the opponents army, and they form a semi circle around the army. It's an instant flank. Try it before flaming k thanks.



Agreed, as long as they reset the 25 cost that is (which they should have).

Then again, if immobilizing the enemy is the point, fungal growth does it too. The main use of infested terrans I see are:

1) Harassing a worker line, drop 2-3 infestors with 100-125 energy, drop a few infested terrans and fungal the mineral line. The ITs can do that extra 4 damage to kill all the workers.

2) Blocking/taking hits. Whether to form a front line for hydras/broodlords (remember the eggs block nicely and then spawn, I believe the IT spawns full life regardless) or to block an enemy/cut his forces (a few eggs on a ramp can stop reinforcements for just long enough or stp the enemy retreating. Also if you spawn them behind a marine/marauder ball while you attack the front they will not only block (which fungal growth can do anyways) but more importantly they get attacked saving your other units from a lot of hits, 50 HP can soak up 4-6 marauder shots which is almost a full roach. Note as well that the ITs do not have the light or armored type, making them much less vulnerable to things like hellions, marauders and immortals than the standard roach/hydra.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-07-08 02:14:21
July 08 2010 02:12 GMT
#352
On July 08 2010 08:39 blagoonga123 wrote:
i don't get why people care about the whole thing with rally point.

someone care to explain?


Example of attack rally being bad (gave an example so people wont just say its cheesers that wanted this change)

It depends in some instances move is better sometimes attack is better if I have a some mutas (7-8 ) attacking in the middle of my base. And have my only two factories with tech labs already building thors. One factory has a thor almost done the other one is only at 10%. The mutas attacking will easily be able to kill the first thor that pops out easy without his buddy to back him up. With attack move rally point even if you tell the thor to rally away from the mutas the first thor upon completion will see the mutas on the way to the rally point and attack them. The mutas will retaliate and kill the thor before his buddy finishes with move rally point you will have the option of engaging with both thors.

Example of move rally point being bad

If you have move rally point set whether units are camping your production facility or not the unit will spawn and move to the rally point. Of course getting attacked along the way until the player itself tells the unit to attack back (fyi move rally point was used in BW).

Way to remedy move rally point. If you want units to attack the moment they spawn if the facility is being camped.... cancel the rally point by setting the rally point to the production facility this means there rally point is wherever they spawn meaning they will arrive there instantly to start attacking.

Both of these have advantages and both have disadvantages but I believe move rally is the best out of the 2 for more situations.


Edit: Ideally having both would be the best but of course move is better.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 02:15 GMT
#353
On July 08 2010 10:00 FabledIntegral wrote:
Show nested quote +
On July 08 2010 08:30 figq wrote:
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..


It still took the full 500 dmg and would die very quickly, and if you have any unit in between the Thor and Ultra the Thor easily wins, which will most likely be the case.
I agree with what you say, however the guy I quoted said that he NOW expects epic ultra-thor battles. I don't see how they are gonna be epic now with fewer choices (frenzy and 250mm are choices), and without the option for ultra to get additional frenzy dmg. With frenzy at least it was very close, and with theoretical chance for an ultra to win vs a thor.

It's a nerf, not a buff. And a nerf for the weaker unit in this matchup.
If you stand next to my head, you can hear the ocean. - Day[9]
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 08 2010 02:37 GMT
#354
On July 08 2010 11:15 figq wrote:
Show nested quote +
On July 08 2010 10:00 FabledIntegral wrote:
On July 08 2010 08:30 figq wrote:
On July 08 2010 08:17 chirievalord wrote:
Inmune to Stun FTW! Finally massive Thors vs Ultra battles will be epic! :D
They were already epic! If you Frenzy the Ultra, it beats the 250mm cannon 1-on-1 vs the Thor, because the stun part doesn't work on frenzied units.

This was also cool to watch - eg: the ultra stops, frozen by the stun, then a frenzy hits it, and it immediately comes back alive. Just because people didn't try to learn how to use frenzy doesn't make it useless, it had so many applications, that the game kinda feels incomplete without it..


It still took the full 500 dmg and would die very quickly, and if you have any unit in between the Thor and Ultra the Thor easily wins, which will most likely be the case.
I agree with what you say, however the guy I quoted said that he NOW expects epic ultra-thor battles. I don't see how they are gonna be epic now with fewer choices (frenzy and 250mm are choices), and without the option for ultra to get additional frenzy dmg. With frenzy at least it was very close, and with theoretical chance for an ultra to win vs a thor.

It's a nerf, not a buff. And a nerf for the weaker unit in this matchup.


Well also recall it's energy an infestor HAD to use. Now ultras are perma immune, so other abilities like Fungal Growth can be utilized, etc.
Scientia
Profile Joined June 2010
Canada31 Posts
Last Edited: 2010-07-08 02:48:05
July 08 2010 02:45 GMT
#355
Actually Ultralisks have a pretty reasonable chance to win vs an equal number of Thors depending on how much the Thors are bunched up, now that 250 mm doesn't stun. I'm not sure why you'd even use it now. The DPS isn't that much higher, and the Ultra is likely to die from the damage of the other Thors before the spell finishes anyways.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 08 2010 02:51 GMT
#356
On July 08 2010 11:45 Scientia wrote:
Actually Ultralisks have a pretty reasonable chance to win vs an equal number of Thors depending on how much the Thors are bunched up, now that 250 mm doesn't stun. I'm not sure why you'd even use it now, the DPS isn't that much higher, and the Ultra is likely to die from the damage of the other Thors before the spell finishes anyways.


Uh... the more Thors there are the worse ultras would do so I doubt that. Thors are ranged, and ultras are insanelly bulky, doesn't matter how bunched up the Thors are really, especially since almost all maps are insanely choke-filled you'll rarely find a way all the Ultras could be attacking at once.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 08 2010 02:54 GMT
#357
Infested terran spell gets no love so they just keep changing where it goes lol
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Tipton
Profile Joined March 2010
Sweden13 Posts
July 08 2010 03:11 GMT
#358
On July 08 2010 06:07 ghosthunter wrote:

I'm fine with easter eggs. They're funny and entertaining. Everything doesn't have to be serious business. For gosh sake, it's a game afterall, it's meant to have fun, also for the developers.

And no, this is not a launching point for you to say "WELL MAYBE THEY SHOULD TAKE DEVELOPING XYZ FEATURES MORE SERIOUSLY!" This is just something fun and easy they like to implement for lols.

Do you also hate all the easter eggs in the achievement names? GET YOUR BIOSHOCK OUT OF MY SC2!


Ridiculous post and a terrible analogy. I'm also concerned about Warcraft characters popping up in the avatars and we've already seen tendencies towards a more warcraftish type of a game than a successor to Brood War though I do think it sort of halted through the pre-beta development and is not that bad after all.

Starcraft isnt any mario bros kind of game where random colored mushrooms popping up here and there and make it a FUN play for you. Starcraft has a solid foundation of which it relies on in both gameplay and story and that is pretty much connected to the experience of a large majority of Starcraft players.

So, changes and new ideas are okey as long as they are somehow connected to the realm of Starcraft. That is at least my opinion...
Peekaboo
Profile Joined May 2010
Canada219 Posts
July 08 2010 03:36 GMT
#359
I can no longer TAB through buildings on the same control group. For example if I group a factory with reactor to one with a tech lab, I can't cycle between them using TAB anymore.
You loved me as a loser but now you're worried that I just might win. -L. Cohen
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 03:44 GMT
#360
Can anyone confirm that phase 1 replays do not play in phase 2 please? I have a couple more replays to fraps before i get the patch if it is the case.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Tozar
Profile Blog Joined March 2007
United States245 Posts
July 08 2010 04:13 GMT
#361
Stalkers no longer Blink past rocks on ramps. ;_;
TUski
Profile Joined April 2010
United States1258 Posts
July 08 2010 04:16 GMT
#362
They forgot to mention one semi-important thing.

Insane AI's play *like* koreans.
"There is nothing more cool than being proud of the things that you love." - Day[9]
Lighioana
Profile Joined March 2010
Norway466 Posts
July 08 2010 07:07 GMT
#363
On July 08 2010 05:36 getSome[703] wrote:

ZERG

Infestor

Frenzy spell removed.
Infested Terran spell added.


Overseer

Infested Terran spell removed.

Why do they refuse to understand that we don't want frenzy or infested terran and that a new spell is needed?
And forgive me nothing for I truly meant it all
slowmanrunning
Profile Joined March 2010
Canada285 Posts
July 08 2010 07:09 GMT
#364
On July 08 2010 05:37 Integra wrote:
Source please

The beta itself,
ITS BACK UP
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
shinwa
Profile Joined April 2010
Sweden225 Posts
July 08 2010 07:11 GMT
#365
On July 08 2010 16:07 Lighioana wrote:
Show nested quote +
On July 08 2010 05:36 getSome[703] wrote:

ZERG

Infestor

Frenzy spell removed.
Infested Terran spell added.


Overseer

Infested Terran spell removed.

Why do they refuse to understand that we don't want frenzy or infested terran and that a new spell is needed?


Probably because they think it fits in the game, a neat feature that was also (at least similar) BW had, and it kind of fits the Infestor, imo.

Not everything can or will be implemented with the pure intent of making it an awesome e-sport. The game should still be cool and the infested terran is just that.

But, I do agree that a new spell would also be needed in addition to this one.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 08 2010 09:46 GMT
#366
On July 08 2010 11:12 terranghost wrote:
Show nested quote +
On July 08 2010 08:39 blagoonga123 wrote:
i don't get why people care about the whole thing with rally point.

someone care to explain?


Example of attack rally being bad (gave an example so people wont just say its cheesers that wanted this change)

It depends in some instances move is better sometimes attack is better if I have a some mutas (7-8 ) attacking in the middle of my base. And have my only two factories with tech labs already building thors. One factory has a thor almost done the other one is only at 10%. The mutas attacking will easily be able to kill the first thor that pops out easy without his buddy to back him up. With attack move rally point even if you tell the thor to rally away from the mutas the first thor upon completion will see the mutas on the way to the rally point and attack them. The mutas will retaliate and kill the thor before his buddy finishes with move rally point you will have the option of engaging with both thors.

Example of move rally point being bad

If you have move rally point set whether units are camping your production facility or not the unit will spawn and move to the rally point. Of course getting attacked along the way until the player itself tells the unit to attack back (fyi move rally point was used in BW).

Way to remedy move rally point. If you want units to attack the moment they spawn if the facility is being camped.... cancel the rally point by setting the rally point to the production facility this means there rally point is wherever they spawn meaning they will arrive there instantly to start attacking.

Both of these have advantages and both have disadvantages but I believe move rally is the best out of the 2 for more situations.


Edit: Ideally having both would be the best but of course move is better.


You can shift queue rally points. I wouldn't be surprised if you can shift queue an attack command into that.
If you have a good reason to disagree with the above, please tell me. Thank you.
naistrashno
Profile Joined June 2010
Bulgaria119 Posts
July 08 2010 09:56 GMT
#367
guys ,so at the moment the beta is not on right ?
suck me beautifull
Dakata
Profile Joined May 2010
Poland67 Posts
July 08 2010 10:01 GMT
#368
I actually prefer the attack rally point
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 10:10 GMT
#369
On July 08 2010 16:07 Lighioana wrote:
Show nested quote +
On July 08 2010 05:36 getSome[703] wrote:

ZERG

Infestor

Frenzy spell removed.
Infested Terran spell added.


Overseer

Infested Terran spell removed.

Why do they refuse to understand that we don't want frenzy or infested terran and that a new spell is needed?


infestor doesn't need a new spell.

infestor is the most powerful unit in the entire game.
artanis2
Profile Joined April 2010
United States732 Posts
July 08 2010 13:16 GMT
#370
The title screen w/ the planet and BC lags like hell for me now.
ZergEra
Profile Joined July 2010
United States2 Posts
July 08 2010 19:29 GMT
#371
is any1 upset that the overseer got its best spell taken away? I did infested terran drops on mineral lines all day long

not any more though
Overseers should have infested terrans, there I said it
Easy772
Profile Joined May 2010
374 Posts
July 08 2010 20:46 GMT
#372
My computer freezes right when I'm about to load into a match, I can't alt+tab or alt+cntrl+del out of it I have to hard reset. Is this happening to anyone else? Any help?
"The best way to improve is to play one matchup on one map doing one strategy.. if you are good at one strategy you are a good player, if you are okay at many strategies you are an okay player at best" -Day[9] 181
Luga
Profile Joined April 2010
52 Posts
July 09 2010 02:19 GMT
#373
My computer froze when I was in the log-in screen. Like, before you even get into the game
... What do I say?
FoxSpirit
Profile Joined April 2010
Austria160 Posts
July 09 2010 12:04 GMT
#374
Can somebody tell me what's so great about the rally-move change? It sucks bad that when in a bind, you units will come out and I have to direct them to attack. Or worse, forget to "unrallypoint" all buildings and my guys in the back come out and walk into the battlefield, doing nothing.
Q.Q because of PewPew
HubertFelix
Profile Joined April 2010
France631 Posts
July 09 2010 12:14 GMT
#375
As zerg, it's a very good change. When your expand is attacked you can hide your produced units in your main.

KillaGrZa
Profile Joined July 2010
United States1 Post
July 09 2010 12:56 GMT
#376
Poll: Do you like Kerrigan's new voice after patch 16?

Yes (7)
 
70%

No (3)
 
30%

10 total votes

Your vote: Do you like Kerrigan's new voice after patch 16?

(Vote): Yes
(Vote): No




I think the biggest improvement in patch 16 is that they changed Kerrigan's voice for "We require more minerals"

They toned down the wicked witch of the west style.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
July 09 2010 12:57 GMT
#377
awww i liked watching TLO's frenzied queens killing void rays.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
Mulloy
Profile Joined March 2010
United States86 Posts
July 09 2010 13:06 GMT
#378
I liked the older one better but I also hate my own ears.
I have been known, on occasion, to dapple in fancy hats.
Ebonikizzle
Profile Joined May 2010
44 Posts
July 09 2010 13:12 GMT
#379
They really need a toggle for attack rally.
Or change it so nydus worms have attack rally at least, If I have 100 lings I now have to hover over the worm and ctrl click + a-move or drag select a-move 30 odd times in order to get the same effect as before.
I didn't like the idea of attack rally until I first realised nydus worms could be rallied.
MarioMD
Profile Joined February 2010
United States22 Posts
July 09 2010 13:23 GMT
#380
I wish ultralisks weren't immune to mind control. I'm sure it's helpful, I just don't think it makes sense.
Give a man a match and hell be warm for a minute, set a man on fire and he will be warm for the rest of his life.
Ebonikizzle
Profile Joined May 2010
44 Posts
July 09 2010 13:33 GMT
#381
On July 09 2010 22:23 MarioMD wrote:
I wish ultralisks weren't immune to mind control. I'm sure it's helpful, I just don't think it makes sense.


What would make more sense, would be if in ZvZ you mind control overlords and then you control whatever enemy units they can see, unless theres another overlord nearby, then the units aren't controlled by anyone, and they go berserk and attack the nearest unit to them, unless you only control one of their overlords and they control 2 in the area.

Sounds awesome, but would it be fun?
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-09 13:58:42
July 09 2010 13:53 GMT
#382
On July 08 2010 08:58 Prophecy3 wrote:
Whatever reasoning they had for putting the Infested Terran back in, is flawed, it's totally useless.

On July 08 2010 09:03 Subversion wrote:
infested terran isn't necessarily a terrible spell in itself, it just needs to be changed/buffed/cost reduced so it doesn't suck so much

Didn't they already do that? Like, they changed duration from 20 to 30 seconds and made it castable while burrowed. That ought to make them 100 times more usable than before.

This way you can for example easily counter terran tanks by just spamming infested terrans on them while you are still burrowed, and when the tanks are busy shooting at each other due to the infested terarns you can charge in with your main army.

Or when you harass it is better to cast 1 fungal and 3 infested on the workers than casting 2 fungals. 30 seconds instead of 20 is a really big deal.
Leviance
Profile Joined November 2009
Germany4079 Posts
July 09 2010 14:02 GMT
#383
On July 08 2010 09:17 kAz3 wrote:
Show nested quote +
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??


Firebat I guess?
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
synapse
Profile Blog Joined January 2009
China13814 Posts
July 09 2010 14:05 GMT
#384
On July 09 2010 23:02 Leviance wrote:
Show nested quote +
On July 08 2010 09:17 kAz3 wrote:
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??


Firebat I guess?


I think the one 2 pictures to the right of that is the firebat... o_O
:)
Leviance
Profile Joined November 2009
Germany4079 Posts
July 09 2010 14:09 GMT
#385
On July 09 2010 23:05 synapse wrote:
Show nested quote +
On July 09 2010 23:02 Leviance wrote:
On July 08 2010 09:17 kAz3 wrote:
On July 08 2010 05:58 Deadlyhazard wrote:
\
http://i8.fastpic.ru/big/2010/0708/6e/eb6dbc199ddbf5fde81dea0772d8456e.jpg

\


wtf is that super evil looking marine below the pic of zeratul??


Firebat I guess?


I think the one 2 pictures to the right of that is the firebat... o_O


could be, but its EXACTLY the normal Marauder armor (like 7 pics down of that), so maybe it's a Hero Marauder
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
RifleCow
Profile Joined February 2008
Canada637 Posts
July 09 2010 14:13 GMT
#386
2nd square, 4th column, 4th row. Thats your protoss, zerg hybrid right there.
hohoho
Rokman
Profile Joined May 2010
United States63 Posts
July 09 2010 14:22 GMT
#387
On July 08 2010 05:37 Fire44 wrote:
Where is the lurker ?


I have a feeling Blizzard is saving it for the stupid ass zerg expansion

Someone should build a pylon near their brain!
Deviation
Profile Joined November 2009
United States134 Posts
Last Edited: 2010-07-12 02:04:29
July 10 2010 19:34 GMT
#388
I didn't want to start a new thread to ask a question.

Since neural parasite now only lasts 12 seconds would it be too imbalanced to change how it works to be as it was in Broodwar? That is, the Infestor would no longer have to channel the spell? The removal of the tentacle animation would of course go along with this.
Zzoram
Profile Joined February 2008
Canada7115 Posts
July 11 2010 09:04 GMT
#389
I really don't like the new move-rally. For lower skilled players, move-rally leads to a lot of units dying without ever attacking. I think attackmove-rally was more useful, since it's good for reinforcing a battle, while the move-rally is only useful to run units away when your production facilities are under attack.
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