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UPDATE: Still Unlisted Patch Balance Changes - Page 16

Forum Index > SC2 General
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arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-08 14:58:45
July 08 2010 14:51 GMT
#301
On July 08 2010 23:49 InRaged wrote:
+5 on reaper AND barracks? Why? It's a sad excuse of a unit now.
Maybe there's some changes to it or it's upgrade that went unnoticed?

Have you ever tried dealing with a proxy 8rax or whatever the equivalent is now as protoss?

Reapers come in so fast its hard not to lose quite a few probes to them unless terran fucks up something major

EDIT : Can anyone confirm that vs the standard proxy reaper its possible to have a stalker(chronod?) out in time to stop it?
Or do you still have to get a zealot also
Artillery spawned from the forges of Hell
Sealteam
Profile Blog Joined April 2010
Australia296 Posts
July 08 2010 14:52 GMT
#302
Blizzard: Hey guys here's the patchnotes LOLNOTRLY.

Yeah fairly useless post but really... So many unmentioned changes really does seem a little rude. I'm sure someone at blizzard was taking notes or was it an opportunity for programmers to make their own balance changes and hope noone noticed?

Anyway I'm pretty happy with the changes, mentioned and not. I don't NP anyway.
terranghost
Profile Joined May 2010
United States980 Posts
July 08 2010 14:55 GMT
#303
On July 08 2010 12:49 SarcasticOne wrote:
Show nested quote +
On July 08 2010 12:46 Sputty wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.

Show nested quote +
On July 08 2010 12:48 Sputty wrote:
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying

i know how is used to work... but we cant tab from techlab -> reactor -> no add-on now?
that means we almost need to have all tech labs in one group, reactors/no addons in another...
sounds like this forces us to build marauders/ghosts first, else they get built behind marines...


This seems like it just will be annyoying right. Of course I'm assuming it still lets you tab to completely different structure. Let me explain that.
Previously I would have all production buildings in the same control group, 9 for example.
I push 9 and all of them show up but reactor tech appears first push tab then get reactor rax than again tech factory. (so on and so forth)

Now the way I read it when I push 9 all production buildings will still display but all raxes wether it has an addon or not, will be selected. So the way I see you having to do it now is have one hotkey for all reactor and vanilla buildings and one for everything with a techlab.

The real question I guess I'm getting at is does tabbing not work at all anymore?

On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

If this is indeed how it works then that is great but thats not how it reads to me

On July 08 2010 12:52 torm wrote:
Show nested quote +
On July 08 2010 12:50 Subversion wrote:
Wait, did neural parasite just get a huge nerf?


a nerf yes, however not necessarily a HUGE nerf. it just means that its not an instant GG if you neural parasite 10 thors.


Even as a terran player I would be up for increasing the time for NP thats just my thoughts.
"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
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 15:08 GMT
#304
I am also interested in how tabbing works with multiple types of buildings selected... that could be strange.

Also what about OC/PF/CC in one command group? thats sort of like an add-on so is it treated the same way?
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 08 2010 15:20 GMT
#305
On July 08 2010 12:48 Sputty wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying


I haven't tested it yet. Can you not just say, I have 4 barracks with tech labs, and 4 barracks with reactors... so I will always build 4 marauders first then start building marines. ? If it works that way cleanly, it sounds better to me than the old way. And if it is that way it does force you to build tech units first, but that makes more sense because if you only need two marauders and the rest marines, you can still do that cleanly with the new system. Damn now I need to go test it out.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 15:21 GMT
#306
Just FYI: the old replay speeds were Slow Normal Fast Faster Fasterx3 Fasterx6.
Moderator
Illva
Profile Joined May 2010
Sweden137 Posts
July 08 2010 15:22 GMT
#307
On July 08 2010 23:20 wintergt wrote:
Show nested quote +
On July 08 2010 22:56 Illva wrote:
The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.

Defending unwanted glitches, nothing is to silly to post right?

Show nested quote +
On July 08 2010 23:17 Xeken wrote:
I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.

Hm interesting, someone should test this. I'm predicting we're gonna be seeing quite a lot from the ultralisk.


Unwanted glitch? It is in NO WAY, a glitch. Its simply making smart use of a mechanic. If the rocks were square and no part of the ramp was visible I would agree that it didnt make sence but they arnt. By your logic you shouldnt be able to blink up normal ramps either if you dont hit the dead center? I mean, making the top corners unblinkable makes alot more sence..
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 08 2010 15:24 GMT
#308
The zealot nerf can't be true. 120% build time is just stupid. Way to ruin protoss even more.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
July 08 2010 15:24 GMT
#309
That is a HUGE nerf to blink. Don't even think its worth researching anymore
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 15:29 GMT
#310
On July 09 2010 00:20 Blacklizard wrote:
I haven't tested it yet. Can you not just say, I have 4 barracks with tech labs, and 4 barracks with reactors... so I will always build 4 marauders first then start building marines. ? If it works that way cleanly, it sounds better to me than the old way. And if it is that way it does force you to build tech units first, but that makes more sense because if you only need two marauders and the rest marines, you can still do that cleanly with the new system. Damn now I need to go test it out.

But the issue comes up if say, I have 4 tech lab rax and 4 reactor rax and I want to build 3 marauders and then 8 rines from my reactor rax, there's no clean way to skip that one rax with a tech lab.

While you could argue that the marine gets built either way, it is not a good use of tech lab rax time as you may want to cue a reaper or ghost out of it sometime before your next macro cycle in reaction to something.

It just seems sloppy honestly, having different add-ons act as different building types made alot of sense from a macro-management perspective...
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 15:30 GMT
#311
They just need to fix the initial queue. It queues 1 unit at each building first and then 2 unit at reactors and 1 at each other building, while the latter should always be the case.
I'll call Nada.
Chriamon
Profile Joined April 2010
United States886 Posts
July 08 2010 15:32 GMT
#312
On July 08 2010 23:51 cocosoft wrote:
I've recognized a few new fonts. In tool tips for example.

Yea, they weren't done very well either. The numbers are waay to big for one (compared to before). When a unit completes, the number completed takes up like 1/2 the icon.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 15:34 GMT
#313
On July 08 2010 15:25 Intropy wrote:
Roaches not burrowing under FF is pretty huge imo. Definitely ridiculous change, now Hydra is the only core unit that can effectively deal with FF midgame.


In my opinion, the biggest of the silent nerfs. Flabbergasting change. Makes no sense whatsoever.

I'm not a huge fan of the NP nerf either, but I'll have to see how that one turns out. Zerg really doesn't need a lot of nerfs right now, esp. against mech.
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 15:35 GMT
#314
arb, I do agree that reaper was broken before, but this fix is as good as throwing reaper out of the game. I just don't believe they would ever change reaper like that. There just ought to be something else o_o
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 15:39 GMT
#315
They should make them require the academy or something and buff their stats(like halve the gas cost). This way they can't be imba in rushes, while they'll be useful later in the game.
I'll call Nada.
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 15:40 GMT
#316
Yeah, absolutely nobody used the Reaper for anything but early harass, and now that's even harder?

The Reaper really went from a very interesting concept and unit to almost entirely useless pretty fast. If anything, the Reaper should be buffed with some sort of upgrade, making it viable mid-game.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-08 15:44:11
July 08 2010 15:42 GMT
#317
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore


It is.

I still use it to great success.

Stalkers were still the norm even before people started abusing island/rock blinks.

On July 09 2010 00:40 Orange Goblin wrote:
Yeah, absolutely nobody used the Reaper for anything but early harass, and now that's even harder?

The Reaper really went from a very interesting concept and unit to almost entirely useless pretty fast. If anything, the Reaper should be buffed with some sort of upgrade, making it viable mid-game.


The reaper does have an upgrade that makes it viable midgame.

They even halved the cost in one of the most recent Phase1 patches.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
Last Edited: 2010-07-08 15:55:57
July 08 2010 15:47 GMT
#318
I can confirm that zealots have had 5 seconds added to their build time. Ridiculous.. no more two gating, and even one gate pressure has been limited. An attack with two or three zealots will come 10 and 15 seconds later respectively off of one gate. That is huge change this late into the beta and is likely to significantly alter the PvZ matchup.

The blink change is alright.. I've felt that blinking to high ground blocked by rocks and traversing long distances across chasms is a bit gimmicy.

But the fact that Blizzard didn't put any of these changes into patch note is also ridiculous.

Edit: I realized that because build times apply for the normal, not the faster, speed setting, a zealot doesn't actually build five seconds slower, and so the delayed attack times are incorrect. However it is still a significant nerf.
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
Orange Goblin
Profile Joined May 2010
218 Posts
Last Edited: 2010-07-08 15:56:21
July 08 2010 15:55 GMT
#319
To be fair, Zerg basically lost it's ability to dictate aggression early game after the big roach nerfs. I'm sure this is supposed to be some sort of evening out. Might work well. Two-gating against Z was pretty damn strong.

Oh, and come on. Reapers aren't viable mid-late game.
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 16:02 GMT
#320
So was the add-on selection system a terrible nightmare or is it still like that?
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