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UPDATE: Still Unlisted Patch Balance Changes - Page 2

Forum Index > SC2 General
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DM20
Profile Joined September 2008
Canada544 Posts
Last Edited: 2010-07-08 03:54:05
July 08 2010 03:51 GMT
#21
On July 08 2010 12:46 DeCoup wrote:
Show nested quote +
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?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-07-08 03:52:28
July 08 2010 03:52 GMT
#22
Oh the map who were renamed have also some slight changes... a lot of new animal and doodad on the map to make them look better... but its still the same map.
someone_elses_lies@live.fr
torm
Profile Joined May 2010
Canada274 Posts
July 08 2010 03:52 GMT
#23
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.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 03:52 GMT
#24
On July 08 2010 12:50 koppik wrote:
Banelings were +2 (+2 light) per upgrade, for a total of +4 vs light. Are they now +2 (+4 vs light) for a total of +6 or +0 (+4 light)?

oh they got the bonus from nonlight? ya then it's the same as before:

+2 (+2 light) (meaning a total of +4 to light per upgrade)
ModeratorBlame yourself or God
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 08 2010 03:53 GMT
#25
On July 08 2010 12:49 Toobz wrote:
Overlord speed cost is back to 100/100


Wasn't it 100/100 patch 15?
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 03:53 GMT
#26
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
July 08 2010 03:55 GMT
#27
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.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:55 GMT
#28
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.


but say you want to build only marines out of your reactor you can't go aaaa you have to select the reactor raxes themselves or settle for no tech lab production
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-07-08 03:59:19
July 08 2010 03:56 GMT
#29
On July 08 2010 12:51 DM20 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?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
On July 08 2010 12:55 floor exercise wrote:
Show nested quote +
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.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs
_`HypeRnoN`
Profile Joined May 2009
Canada23 Posts
July 08 2010 03:56 GMT
#30
why don't they just make reactors have priority making marines, as in reactors will always fill up to making 2 marines before it tries to make a marine in another barracks.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 08 2010 03:56 GMT
#31
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.



It is a HUGE nerf because normally I had like 1-4 units after the fight when i used NP in the right situations. I don't want to cry about this but the thing that really makes me angry is that this is not in the patchchanges -.-

Guess my signature will stay for a while...
Zerg - because Browders sons hate 'em
eLiE
Profile Blog Joined April 2010
Canada1039 Posts
Last Edited: 2010-07-08 04:03:41
July 08 2010 03:57 GMT
#32
is it just me, or do creep tumors spread creep a shitload faster?


Edit:

i was mistaken, it was just a modification of the build order tester. but i'm loving the graphical updates, being the graphics whore that i am. for one, the zerg buildings are integrated into the creep and morph more naturally, and now i must go to bed. more fun tomorrow.
How's the weather down there?
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:57 GMT
#33
On July 08 2010 12:56 _`HypeRnoN` wrote:
why don't they just make reactors have priority making marines, as in reactors will always fill up to making 2 marines before it tries to make a marine in another barracks.


It's a really convoluted system and just adding back in the tab would require less work on both sides.
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 03:58 GMT
#34
Critters are back! I just killed a bear at steppes of war.
PanoRaMa
Profile Blog Joined June 2003
United States5070 Posts
July 08 2010 03:59 GMT
#35
I think Roach Speed was 100/100 prepatch? It's 150/150 now
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 04:00 GMT
#36
Lol, neural parasite. That's pretty huge.

Ultralisk buff so now it actually works, but infestor....

Come on : /
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
Fizzle
Profile Joined June 2010
Australia2 Posts
July 08 2010 04:04 GMT
#37
With regards to Terran changes, can you just build Tech lab stuff first and marines last? Get in the habit of doing marauders and ghosts before spamming AAAA. I actually wanted this change when playing Terran.
Scientia
Profile Joined June 2010
Canada31 Posts
Last Edited: 2010-07-08 04:07:51
July 08 2010 04:05 GMT
#38
On July 08 2010 12:58 theDragoon wrote:
Critters are back! I just killed a bear at steppes of war.


I missed them.
terrOne
Profile Joined September 2009
Italy172 Posts
July 08 2010 04:06 GMT
#39
On July 08 2010 12:56 SarcasticOne wrote:
Show nested quote +
On July 08 2010 12:51 DM20 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?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
Show nested quote +
On July 08 2010 12:55 floor exercise wrote:
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.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs



So if I'm getting this right you are going to be punished if you queue? sounds great to me
HeLL yeah!
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-07-08 04:12:16
July 08 2010 04:06 GMT
#40
weapon speed is now listed under unit stats. Not balance related but an interesting change

edit: No blinking up destructible rocks
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