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UPDATE: Still Unlisted Patch Balance Changes - Page 19

Forum Index > SC2 General
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Prev 1 17 18 19 20 21 42 Next All
Noev
Profile Blog Joined January 2010
United States1105 Posts
July 08 2010 17:03 GMT
#361
Not sure if anyone else has posted it yet, but in game when the cursor is over unit and it now not only shows mineral cost gas cost and build time but it also says if it attacks ground only air only or both
DC Elite
Profile Joined May 2010
United States152 Posts
July 08 2010 17:04 GMT
#362
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.


In the heat of battle, burrow moving the roaches was always good for the regen and also to pop up under the colossus. Random forcefields prevent this now, which burrow should logically be able to go under.
EnderCN
Profile Joined May 2010
United States499 Posts
July 08 2010 17:04 GMT
#363
I highly doubt the zealot nerf had anything to do with Terran who are already very strong against Protoss. It is almost certainly because of early Zealot pressure against Zerg.
Erucious
Profile Joined March 2010
Norway393 Posts
July 08 2010 17:05 GMT
#364
On July 09 2010 02:02 zyvox wrote:
Show nested quote +
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


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense
I'm Norwegian/Dutch. Just the awesome parts of them though :D
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 17:06 GMT
#365
On July 09 2010 01:37 R0YAL wrote:
Show nested quote +
On July 09 2010 01:28 Graven wrote:
The NP nerf is devistating for ZvT. More importantly, it makes no sense...it'd be one thing if it was just a spell that allowed the Infestor to run away or recast something else afterward...but it ties up the unit...there's no reason for any time limit, especially one that short. If it is to prevent abuse, it should be made to last 20-30 seconds, ensuring that any major battle finished.

They decided that infinity was too long, making it longer so that it would last until any major battles are over would be redundant.


Not at all...it would prevent someone NP'ing and unit and leaving it their base indefinetely...or stealing a drop ship and then waiting a few minutes for your army to get to the point and kill it.
ZergTurd
Profile Joined June 2010
83 Posts
July 08 2010 17:07 GMT
#366
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
July 08 2010 17:09 GMT
#367
I welcome the zealot nerf

Also dont like that roaches cant burrow underneath FF anymore, they move slow as hell when burred and its not like observers are unavailable at the point where roach burrow comes into play, ultralisks are though.
..
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:23:33
July 08 2010 17:10 GMT
#368
Someone mentioned WG -> GW now takes 10 seconds, instead of 3. Is that confirmed? Coupled with the Zealot build time nerf that really fucks up the cool swapping trick

Edit: Yup, later posts confirmed it takes 10s to switch (both directions), and the cooldown is paused when its not in WG form.

BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
July 08 2010 17:11 GMT
#369
On July 09 2010 02:07 ZergTurd wrote:
Show nested quote +
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.



agree. but i also think they should put evrything that affects gameplay in the patch notes.
life of lively to live to life of full life thx to shield battery
magKuz
Profile Joined July 2010
Sweden7 Posts
July 08 2010 17:11 GMT
#370
So roaches are no longer able to burrow under FF, but can infestors do that?

would make sence if they couldn't but just want confirmation
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
July 08 2010 17:14 GMT
#371
On July 09 2010 02:07 ZergTurd wrote:
Show nested quote +
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.


To be honest

they could try new things after retail release too. It's just for the past couple of months, they could've like drastically changed a race and see how they fare and try things from that.

But haven't really done anything super drastically, other then huge balance changes and thats it. They could've add more units, less units, replace, swap, remove, yada yada but no, they just keep things how they were and modify it.
Aiyeeeee
Foreplay
Profile Joined May 2008
United States1154 Posts
July 08 2010 17:18 GMT
#372
i don't know if its just me but speed roaches seem to move slower off creep than they used to.
Better than Pokebunny
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
July 08 2010 17:19 GMT
#373
So much to be fixed...i bet more than half of these unlisted changes are bugs/mistakes -_-'...
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:30:07
July 08 2010 17:29 GMT
#374
Certainly makes you wonder if these were some tweaks they tested internally since Phase 1 ended and they accidentally threw it into Patch 16.

The Zealot nerf alone scares the living shit out of me. PvZ on a map like Steppes is going to be dreadful.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
July 08 2010 17:30 GMT
#375
not sure if this has been said but it seems as though u dont have to restart sc when making graphical changes and when a teammate leaves in a 2v2 or 3v3 or 4v4, the resources will be split between the remaining players
Long live BroodWar!
TUski
Profile Joined April 2010
United States1258 Posts
July 08 2010 17:34 GMT
#376
Roaches can no longer move under Force Fields while burrowed!!!!


tl;dr

What about infestors?
"There is nothing more cool than being proud of the things that you love." - Day[9]
TimeToPractice!
Profile Joined January 2010
United States105 Posts
July 08 2010 17:36 GMT
#377
If the zealot nerf stays - which by the way... Why in the world would they even do that? The two-gate pressure vs zerg was just that... pressure. Roaches totally nullify it anyway.

But it really kills my ability to hold off the mid-game timing push with marine/marauder/ghost. Marauder has a 30 second build time, what the hell? This was already a brutal timing push they pulled off, going to be even more difficult to handle now.

Blizzard doesn't make sense. The community (including the TL community) voted Terran as the most OP race, so what happens? PROTOSS NERFS. When a thread on TL was bumped asking users which race they thought was most powerful, 400 votes went to Terran while only 150 were divided between the other two.

Fucking Terran. Will Blizzard get what's going on when 60% of diamond users eventually switch to Terran? Already started to happen near the end of phase 1.
425-298 cumulative record in the beta. 49-26 record in retail. Account: Practice
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
July 08 2010 17:39 GMT
#378
Dear god wtf I need to log in to be able to use map editor? What the fuck?
I hoped they would add offline option in the 2nd phase...

I've noticed something else in ZealousD's video - transporters no longer clump above single point when told to unload, I'm pretty sure they always had to.
I wonder if there is trick similar to BW clicking unload on top of transporters so they can do this while moving?
wwww
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:40:48
July 08 2010 17:40 GMT
#379
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?
zyvox
Profile Joined June 2010
United States32 Posts
July 08 2010 17:42 GMT
#380
On July 09 2010 02:05 Erucious wrote:
Show nested quote +
On July 09 2010 02:02 zyvox wrote:
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


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense


oh i was just explaining why burrowing under FF is useful. i totally agree with you that roaches should be able to move underneath.
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