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UPDATE: Still Unlisted Patch Balance Changes - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 42 Next All
Mortis
Profile Blog Joined April 2010
United States217 Posts
July 08 2010 11:41 GMT
#221
Do zerglings seem smaller to anyone else? I'm not sure why, but they just seem a tad smaller... perhaps it's a graphic thing they changed with their "wings" when you get the speed upgrade.
Fates
Profile Joined June 2010
United States91 Posts
July 08 2010 11:44 GMT
#222
Thanks for the updates zelniq and everyone who found them.

My infestor usually got picked off before 12 seconds anyways, cause I apparently suck at their placement, so we'll see how that change is gonna affect me.

But I hope the creep tumor thing is just a bug. I think there's been alot of complaining about how fast zerg can spread creep, so I wouldn't be surprised if it was just a nerf afterall.

Why do they hide these changes? I don't get it. Some of these are huge changes, and unlisting them makes no sense to me. Anyone know why they would want to hide them?
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 08 2010 11:45 GMT
#223
Am I the only one who noticed the new medivac drop animation? It's helluva cool! Drop marines/marauders from medivacs and they actually fall from the medivac, unlike the instant drop in phase 1.

England will fight to the last American
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 08 2010 11:48 GMT
#224
They appeared to have made the medivac a much better unit than it used to be. It is finally functioning the way it always should have.
Terran
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 08 2010 11:49 GMT
#225
I seriously hope creep tumor thing is a bug. I just can't picture trying to use hydra offensively when it takes double the time to get a creep highway
FTemplar
Profile Joined June 2010
Canada70 Posts
July 08 2010 11:53 GMT
#226
Oooo... critters!
I'm gonna miss Parasite from the SC1 queen
I have to vomit every 30 seconds, otherwise I don't feel so good.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
July 08 2010 11:54 GMT
#227
On July 08 2010 12:36 Zelniq wrote:
Critters now roam the maps.
Woah!
¯\_(ツ)_/¯
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 11:55 GMT
#228
On July 08 2010 16:21 TimeToPractice! wrote:
Show nested quote +
On July 08 2010 15:56 ZealousD wrote:
Okay, I'm pretty sure they've changed how medivacs behave when grouped with marines and marauders.

Get an MMM group, and do an attack command on the groups. Medivacs will now actually stay back behind the MM's, but still within healing range. So your medivacs are now actually better protected.


I sure hope not. Terran shouldn't get auto-micro - the other races have to manage their army positions on their own APM.

Tanks are already super buff now since Blizzard buffed their AI big time with two things: the splash centering (sure, this helped other units as well but most of all the tank - and then they made sure tanks don't over-fire on any unit, which is really what made them balanced in SC1)

Don't need the entire Terran army turning into auto-micro mode.


if you A-move the medivacs automatically stop to heal, i think that's what the other guy observed.

i doubt very much that blizzard would make medivacs reject an a-move command 'unless there are units infront of them'... wouldn't make any sense.

even though i believe medivacs attack priority makes them really lame infront as well - your units deciding to shoot the high armor high hp medivacs instead of the small damage dealing bio units like marines is a huge disadvantage for you... especially as the terran can also just micro the low hp medivacs to the back and not effect dps in the slightest.
Knutzi
Profile Joined July 2009
Norway664 Posts
July 08 2010 11:56 GMT
#229
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )
Sabresandiego
Profile Joined July 2010
United States227 Posts
Last Edited: 2010-07-08 11:58:43
July 08 2010 11:58 GMT
#230
they make balance changes based on data. Terran was losing more games than other races. Even the high level tournaments are being won by zerg or toss, not terran.
Terran
Pocketokun
Profile Joined May 2010
Canada74 Posts
July 08 2010 12:02 GMT
#231
On July 08 2010 19:26 jiabung wrote:
On low graphics setting, pylon power range is now indicated by only a dashed blue line, instead of an entire glowing circle. Best change yet for my crappy laptop as now I can actually play toss. Before, clicking on any pylon or trying to place a building would result in major lag spike.

if this is true i'd love it because it wouldnt happen to me untill it was on a 5 or 6 pylons when i had that graphs lag spike not too significant yet i rather a smooth play at all times even tho i love the graphics i think i just might play on low and watch my replays on mid/hig
If you gotta do something, DO IT
Pocketokun
Profile Joined May 2010
Canada74 Posts
July 08 2010 12:05 GMT
#232
On July 08 2010 20:56 Knutzi wrote:
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )


i'm toss at heart yet i am worried for a 6 pool rush or any rush now... i need to play to see how this affects me but i will stick with toss still one of the best and toughest races in mid-late game IMO.
If you gotta do something, DO IT
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 12:06 GMT
#233
This is like the most important question of them all.

Is there a pandabearguy?
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 12:07 GMT
#234
On July 08 2010 18:28 Mjolnir wrote:
Show nested quote +
On July 08 2010 17:49 Mjolnir wrote:

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?



i don't feel it was a necessary change, but infinite duration was 'meh'.

basically it's still great in battle but it's not so great to 'steal' units outside battle then manipulate it for 5 minutes while your army arrives to snipe it off.
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 12:09 GMT
#235
On July 08 2010 20:56 Knutzi wrote:
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )


Stalkers nerfed to oblivion? I hope I missed something. Surely you don't just mean because of the scrap station island and highground destructable rock fix...
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 12:11 GMT
#236
On July 08 2010 21:07 tarsier wrote:
Show nested quote +
On July 08 2010 18:28 Mjolnir wrote:
On July 08 2010 17:49 Mjolnir wrote:

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?



i don't feel it was a necessary change, but infinite duration was 'meh'.

basically it's still great in battle but it's not so great to 'steal' units outside battle then manipulate it for 5 minutes while your army arrives to snipe it off.


was pretty homo on LT trying to take the island near your main as your third only to have protoss just blink up and take it out.
my hair is a wookie, your argument is invalid
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-07-08 12:13:31
July 08 2010 12:13 GMT
#237
On July 08 2010 19:11 ChaosShadow wrote:
Show nested quote +
On July 08 2010 19:10 Lighioana wrote:
Apparently you can be placed directly in Platinum again, opposed to how phase 1 ended.


You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.

Yeah. Sorry, I got confused by the addition of Diamond level.
And forgive me nothing for I truly meant it all
Resilient
Profile Joined June 2010
United Kingdom1431 Posts
July 08 2010 12:13 GMT
#238
Can anyone else confirm that Zealots have an increased build time? That's ridiculous if so.
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
July 08 2010 12:16 GMT
#239
no its not...
two gate builds are too good
FTD
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
July 08 2010 12:18 GMT
#240
So, zerg takes some heavy nerfs (NP + creep tumors + changelings broken and roach//ff).

Protoss is weaker against early aggression because of longer zeal build times. + stalkers fixed // sortof nerf. I'm not convinced they should have had the ability to blink up rocks like they did before.

Reapers are almost useless now since the window vs protoss is smaller.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
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