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United States313 Posts
In regards to the seemingly new Pool / 100 gas timing, has anyone briefly checked to see if gas harvest rate is changed? This could explain the issue as well as be a subtle yet significant change to the game, not to mention easy to check using the income tab.
It could obviously also be an extractor build time change as suggested before, though I feel like the timing to know to put drones in gas is pretty clear cut, players with any significant number of games should be able to say it feels longer, or even just look at the tool tip and report the change. If it is a build time change is it just for zerg, or all gas harvesting buildings?
I also have a bit of concern over the increased zealot build time, not just because of 6 pools but because each additional zealot after that is also increasingly delayed, it seems to drastically affect most protoss openings regardless of type. Whether it was 2 gate pressure on zerg to get up an expansion, having adequate number of zealots to deal with an early marauder push, or a 3/4 warpgate push early/mid game. I'm likely overreacting but I'd sure feel more comfortable with 3 cycles of zealots instead of 2.42. Interestingly its a flat increase in build time across gateway/warpgate, so over the long run its less harmful to gateways than warpgates, but there is still no reason to choose gateway over warpgate if you're concerned about unit production.
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On July 09 2010 03:30 Excalibur_Z wrote:Show nested quote +On July 09 2010 03:24 MorroW wrote:On July 09 2010 03:21 Excalibur_Z wrote:On July 09 2010 03:16 MorroW wrote: hellions no longer freeze when in range of ling when hunting on attack move, quite major
scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them? they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =( i dont think hellions amoving zerglings/scv/probe/stalker, hell anything is a special situation. take 10 hellion vs 10 ling hunting/chasing with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off
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On July 09 2010 03:30 Excalibur_Z wrote:Show nested quote +On July 09 2010 03:24 MorroW wrote:On July 09 2010 03:21 Excalibur_Z wrote:On July 09 2010 03:16 MorroW wrote: hellions no longer freeze when in range of ling when hunting on attack move, quite major
scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them? they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =( I think he means that Hellions still do damage over time
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LOL
@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol)
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On July 09 2010 03:33 MorroW wrote:Show nested quote +On July 09 2010 03:30 Excalibur_Z wrote:On July 09 2010 03:24 MorroW wrote:On July 09 2010 03:21 Excalibur_Z wrote:On July 09 2010 03:16 MorroW wrote: hellions no longer freeze when in range of ling when hunting on attack move, quite major
scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them? they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =( i dont think hellions amoving zerglings is a special situation. take 10 hellion vs 10 ling hunting with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off
interesting, even though i must say i didn't really mind the old hellions because you had to babysit them which i think is better than A-move, but i guess it's not a big deal. also is the dropping animation annoying or is it alright?
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On July 09 2010 03:36 firebound12 wrote: LOL
@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol) lol what about loading them before Thor starts to shoot?
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On July 09 2010 03:37 PredY wrote:Show nested quote +On July 09 2010 03:33 MorroW wrote:On July 09 2010 03:30 Excalibur_Z wrote:On July 09 2010 03:24 MorroW wrote:On July 09 2010 03:21 Excalibur_Z wrote:On July 09 2010 03:16 MorroW wrote: hellions no longer freeze when in range of ling when hunting on attack move, quite major
scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them? they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =( i dont think hellions amoving zerglings is a special situation. take 10 hellion vs 10 ling hunting with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off interesting, even though i must say i didn't really mind the old hellions because you had to babysit them which i think is better than A-move, but i guess it's not a big deal. also is the dropping animation annoying or is it alright? the drop animation is almost instant since it starts halfway in the air. i bet it delays ur units from moving away from the transport maybe by 0.1 second or so but i think it was a good change overall the hellion change well ye, it was fair that it was changed cause u dont want retard units since other races dont have it but at the same time we do encourage babysitting cause its good for esport ^^ u can look at it 2 ways and since im terran user im just gonna say good, now its easier for me xd
tested marauder micro. they didnt change the glitch that caused marauder to slide upon perfect timing
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Dunno if this is mentioned yet, but looks like the high-temps learned how to dance ^^
+ Show Spoiler +
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On July 09 2010 03:40 beetlelisk wrote:Show nested quote +On July 09 2010 03:36 firebound12 wrote: LOL
@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol) lol what about loading them before Thor starts to shoot?
It doesnt shoot then 
@change: the transport drop -Now terran and zerg units dropping out of transport will have a small animation where it looks like they're falling.
On July 09 2010 03:42 LuMpY wrote:Dunno if this is mentioned yet, but looks like the high-temps learned how to dance ^^ + Show Spoiler +
I hope they do that for every unit ftl!
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burrowed roaches not being able to go under force fields? this added a bit of strategy!
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On July 09 2010 03:44 NeoScout wrote: burrowed roaches not being able to go under force fields? this added a bit of strategy!
Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF
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On July 09 2010 03:46 Piski wrote:Show nested quote +On July 09 2010 03:44 NeoScout wrote: burrowed roaches not being able to go under force fields? this added a bit of strategy! Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF It means you need to be smart about where you choose to fight protoss at such as in chokes so you dont get fucked over, etc
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On July 09 2010 03:44 NeoScout wrote: burrowed roaches not being able to go under force fields? this added a bit of strategy!
Exactly, it's not even a default ability. I can't really understand why they'd do this.
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I can't believe Blizz changed all this stuff without even mentioning it. I mean, some of these are quite significant.
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when sending transports to unload it only gives the command to transports with cargo in it. aka if u got units in half ur medivacs and click drop on an island only the ones with stuff in them will fly to the island while in first beta phase all of them went there and looked like morons
this is an awesome change :p
edit: the drop animation only makes it look like u have to need feet on the ground to walk. but u can actually walk with ur units while ur in the air on the way down :D this drop time is so short that its like impossible to select it anyway, makes no difference tbh xd
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On July 08 2010 12:36 Zelniq wrote:Show nested quote +On July 09 2010 01:57 MorroW wrote: 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 I tested it, it does feel faster, but I'm also not sure. Can anyone find a way to know for sure? (like they're sure X used to be able to outrun)
Can anyone confirm this? There is a list of what can and can't outrun a seeker missile here on liquipedia: http://wiki.teamliquid.net/starcraft2/Seeker_Missile
This information would be greatly appreciated.
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why would they nerf zealot build time? This seems like a large nerf 15.2% increased build time....
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wow those zealot nerf make 2 gate into FE so hard now will need alot of work because now zerg only need few ling
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So can anyone explain how the new Terran macro works now?, because some people said that they have now kind of an smart build. But do you have to have Factorys and barracks in different controlgroups now?
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"Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."
Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S
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