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UPDATE: Still Unlisted Patch Balance Changes - Page 18

Forum Index > SC2 General
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Tresh
Profile Joined March 2010
Argentina68 Posts
July 08 2010 16:47 GMT
#341
On July 08 2010 19:11 ChaosShadow wrote:
You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.


Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.
Huh?
FTemplar
Profile Joined June 2010
Canada70 Posts
Last Edited: 2010-07-08 16:48:22
July 08 2010 16:48 GMT
#342
On July 08 2010 12:36 Zelniq wrote:
Overlord Generate Creep sound effect seems much quieter


I personally like this change, because sometimes i'd just select all my Overlords and start spewing creep but the sound of all overlords taking a dump in unison was too loud for the rest of the sound effects.
I have to vomit every 30 seconds, otherwise I don't feel so good.
Cajun2k1
Profile Joined May 2010
Netherlands399 Posts
July 08 2010 16:48 GMT
#343
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.
How can you kill, that which has no life?
Backpack
Profile Blog Joined March 2010
United States1776 Posts
Last Edited: 2010-07-08 16:50:07
July 08 2010 16:49 GMT
#344
On July 08 2010 17:08 lololol wrote:
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.

...

Really?

Why the hell do zealots need a nerf?
"You people need to just generally care a lot less about everything." -Zatic
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 16:50 GMT
#345
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.


Couldn't they always do that?
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 16:50 GMT
#346
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.

And vikings have always been able to lift off when FG'd, this is probably intentional...
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 08 2010 16:51 GMT
#347
Nuke no longer requires an armory (confirm?)
Absence of evidence is not evidence of absence.
dbizzle
Profile Joined May 2010
United States395 Posts
July 08 2010 16:54 GMT
#348
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.
Silu
Profile Joined June 2010
Finland165 Posts
July 08 2010 16:55 GMT
#349
On July 09 2010 01:51 R0YAL wrote:
Nuke no longer requires an armory (confirm?)


Never required an Armory. Just a Factory (+ the Academy, obviously).
QibingZero
Profile Blog Joined June 2007
2611 Posts
July 08 2010 16:55 GMT
#350
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.
Oh, my eSports
pencilcase
Profile Joined September 2007
United States330 Posts
July 08 2010 16:55 GMT
#351
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore

Well blink stalkers in PVP are still just as awesome.
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 16:57 GMT
#352
On July 09 2010 01:50 dogmeatstew wrote:
Show nested quote +
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.

And vikings have always been able to lift off when FG'd, this is probably intentional...


I'm sure it might make sense, balancing-wise, but if getting off a FG means stopping things because of excessive fungal growth, then how on earth are those Vikings able to do a transformers-move and lift off? It's a bit strange. Blink makes sense, however.

But hey, it's the balancing that is important, not the logic of the units. Although it would be nice if both was intact after everything was said and done.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 16:57 GMT
#353
is it just me but hunter seeker missiles feel alot faster. man maybe im just forgetting the game on 1 month T.T raven cant outrun a missle lol
Progamerpls no copy pasterino
Back
Profile Joined May 2010
Canada505 Posts
Last Edited: 2010-07-08 16:58:13
July 08 2010 16:57 GMT
#354

Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.


LT islands are still in blink range apparently.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
July 08 2010 16:58 GMT
#355
On July 09 2010 01:55 pencilcase wrote:
Show nested quote +
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore

Well blink stalkers in PVP are still just as awesome.

can still use it to snipe infestors(which is all i used it for anyway..)

I think people are blowing this nerf way out of proportion
Artillery spawned from the forges of Hell
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 16:59 GMT
#356
On July 09 2010 01:55 QibingZero wrote:
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.


Really now, how is Zerg not factored in? Just because you can't always dictate the game from the get-go doesn't mean that it's broken.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 08 2010 16:59 GMT
#357
On July 09 2010 01:55 QibingZero wrote:
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Zealots have been fine forever though XD why nerf them now and screw up everyones timings?
"You people need to just generally care a lot less about everything." -Zatic
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
July 08 2010 17:00 GMT
#358
On July 09 2010 01:47 Tresh wrote:
Show nested quote +
On July 08 2010 19:11 ChaosShadow wrote:
You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.


Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.


Not in Patch 15, you didn't.
Moderator
Dance.jhu
Profile Blog Joined May 2010
United States292 Posts
July 08 2010 17:01 GMT
#359
why would they change larvae not showing up in replays? That use to be really useful to know, and I don't think it hurt anything
It is what it is...
zyvox
Profile Joined June 2010
United States32 Posts
July 08 2010 17:02 GMT
#360
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF
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