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UPDATE: Still Unlisted Patch Balance Changes - Page 10

Forum Index > SC2 General
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Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 08:57 GMT
#181
Please also include the graphical updates you find... is there a major difference?
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 08:59 GMT
#182
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 09:03 GMT
#183
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?
Hugoboss21
Profile Joined June 2009
France346 Posts
July 08 2010 09:03 GMT
#184
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


sup neo gaffer.
In order to make an apple pie from scratch, you must first create the universe. --Carl Sagan
Gautz
Profile Joined May 2010
192 Posts
Last Edited: 2010-07-08 09:10:37
July 08 2010 09:08 GMT
#185
On July 08 2010 18:03 NATO wrote:
Show nested quote +
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess it's about whether or not an enemy unit is visable for u on the potential way - or - the attackmove itselfs triggers this behavior

however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 09:18 GMT
#186
On July 08 2010 18:08 Gautz wrote:
however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (

I don't think that's necessarily a bad thing, considering both Protoss and Zerg in mid-game have an easymode for killing terran bio-army ;P
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:22 GMT
#187
Here's the video of the medivac behavior.





On July 08 2010 18:03 NATO wrote:
Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess I should be more specific. If the unit is currently firing its weapon, than the medivac will hold and face it.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:23 GMT
#188
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.
Daliniues
Profile Joined May 2010
Canada117 Posts
July 08 2010 09:28 GMT
#189
I must point out that that is indeed a roach nerf, neural parasite time is also a nerf and the fact stalkers can no longer blink to islands and across unpassable terrain makes me a bit mad >
Mjolnir
Profile Joined January 2009
912 Posts
July 08 2010 09:28 GMT
#190
On July 08 2010 17:49 Mjolnir wrote:
Show nested quote +

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?



I still can't get over this NP nerf. It's not like Infestors were ever hard to kill in combat given the range of NP. Never mind the fact that once NP'd you can't move the unit very far - or the Infestor at all.

Do you think they nerfed NP to "compensate" for the Infested Terrans ability going back to Infestors?

Am I completely off-base? Do non-Zerg players feel this was a necessary change?

Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-08 09:32:50
July 08 2010 09:31 GMT
#191
Guys, the only thing that was fixed with the stalker was that they removed this bug:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123178

They can still blink over anything as long as they are in range, it was bugged before so that you could blink further than you should be able to.

Here you can see:
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:33 GMT
#192
On July 08 2010 18:23 zephon wrote:
Show nested quote +
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.
I'll call Nada.
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
July 08 2010 09:38 GMT
#193
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.
In the beginning there was nothing... and then exploded
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:46 GMT
#194
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.
RisingTide
Profile Joined December 2008
Australia769 Posts
Last Edited: 2010-07-08 09:59:35
July 08 2010 09:47 GMT
#195
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

Ok, Stalkers CAN'T blink to the island on SS, but they CAN blink over just rocks if there's vision. Also, they CAN blink over void if there is a land path around it, such as near the naturals on SS.

EDIT:
Also, has warpgate zealot cooldown always been 28s? That seems longer than I remember.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:49 GMT
#196
On July 08 2010 18:38 Drakan wrote:
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.


...and moreover to observers.
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:51 GMT
#197
Again, I actually don't think the medivac change is a change to scan-move. I just made that assumption the first time I saw it.
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:51 GMT
#198
On July 08 2010 18:46 zephon wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.


gate -> wg was 10 seconds
wg -> gate was 3 seconds and is now 10 seconds


On July 08 2010 18:47 RisingTide wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

EDIT:
Also, has warpgate zealot cooldown always been 38s? That seems longer than I remember.


From my previous post:
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
I'll call Nada.
krell
Profile Joined July 2010
United States109 Posts
July 08 2010 09:52 GMT
#199
I believe the barracks build time has been increased to 65. (I'm 90% sure it was 60 before). I noted some other small changes:

- Color of the UI switched from yellow to white when units are loaded in a bunker.
- When the Yamato upgrade is complete, a battlecruiser voice announces " Yamato Cannon operational"
- When facing an AI, when you do terrible terrible damage to them (ie, killl their CC and a bit of their army). They ask to "surrender" which effectively removes them from the game if you accept.
"you've got to change the world and use this time to be heard"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 09:58:24
July 08 2010 09:56 GMT
#200

Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.

Omg yes :D!!!!!!!!


Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before I think it was Slower, Slow, Normal, Fast, Faster, Faster x3, Faster x6. correct?)

Again, yes! :D!

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Wuah? Won't this fuck protoss hardcore? Like........ really, really, really, really hard?

EDIT: Ah, Klockan3 to the rescue. Guess they still can =]

Roaches can no longer move under Force Fields while burrowed!!!!

Seems bad too :S
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
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