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UPDATE: Still Unlisted Patch Balance Changes - Page 24

Forum Index > SC2 General
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SiNiquity
Profile Joined April 2010
United States734 Posts
July 08 2010 19:30 GMT
#461
On July 09 2010 04:25 DeMusliM wrote:
the new terran macro is very annoying.
3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.


This seems to be a clear bug and will get patched [I hope]. It doesn't make sense to not queue 2 marines in a reactor rax before a tech rax.
'i' before 'e' except after 'c' ~ it's scientifically proven.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 19:32:09
July 08 2010 19:31 GMT
#462
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?

whatever that means

I think what MorroW means is that when a hellion gets in range of a zergling, they will stop for a second before firing... at which point the zergling will run away and out of range.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
July 08 2010 19:31 GMT
#463
well, i don't like the idea of further dumbing down macro for terran, just seems silly to me personally where before tabbing through 3 kinds of structures (normal/labbed/reactor'd) seemed very simple and accurate - maybe a little hard to grasp at the start for some but overall you built what you wanted to build and where. Now if i have 5 rax selected 2 reactor'd, 1 labbed and 2 normal - i pressed d AAAA and XX - next thing i notice is no tech labs, my reactors shared the marines with the Normal barracks' so they all had 1/1/1/1 marine building - god, so annoyed by this atm ^^.
ArtZ
Profile Blog Joined March 2010
49 Posts
July 08 2010 19:32 GMT
#464
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 19:33 GMT
#465
On July 09 2010 04:31 Liquid`Jinro wrote:
Show nested quote +
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 19:34 GMT
#466
On July 09 2010 04:32 ArtZ wrote:
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?

If you click the add button, you can find yours.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 19:36 GMT
#467
On July 09 2010 04:32 ArtZ wrote:
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?

u can see ur number code if u hold over ur portrait up to the right

when u add friends that are just character when u click add friend there is "Add character friend" or something it says
Progamerpls no copy pasterino
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
Last Edited: 2010-07-08 19:43:22
July 08 2010 19:38 GMT
#468
On July 09 2010 04:31 Liquid`Jinro wrote:
Show nested quote +
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?



Well I'm nowhere near your level of play, but once massive units gained the ability to break forcefields, four gate pushes in PvP with hallucination became extremely powerful. The primary way to deal with these pushes: forcefield, was nullified by the attacking player's ability to hallucinate colossus and easily break the ramp.

Edit: Although it does appear force field has also been buffed by more easily trapping units. I agree with the colossus not breaking forcefield change, but this is really unneeeded..
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
cheeseztoe
Profile Joined April 2010
Canada25 Posts
Last Edited: 2010-07-08 19:40:37
July 08 2010 19:39 GMT
#469
On July 09 2010 04:33 Orange Goblin wrote:
Show nested quote +
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Yeah, I agree why buff the force field? And on the whole force trapping units thing, it has gotten easier to trap units with force field. I occasionally play protoss, and in a 1v1 match I held off 20 zerglings with 2 stalkers and 2 sentries by trapping my units literally INSIDE a forcefield. It didn't do that in beta phase 1.
Starcraft 2 IGN: Gecko
DCV_Whiplash
Profile Joined May 2010
Brazil14 Posts
July 08 2010 19:40 GMT
#470
On July 09 2010 04:33 Orange Goblin wrote:
Show nested quote +
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.
No quote today
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-08 19:45:02
July 08 2010 19:41 GMT
#471
On July 08 2010 20:49 Numy wrote:
I seriously hope creep tumor thing is a bug. I just can't picture trying to use hydra offensively when it takes double the time to get a creep highway
Use overlords - IdrA style.
On July 08 2010 22:56 Illva wrote:
The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?.
WoL is Terran-based game, so more Terran players - more sales.
On July 08 2010 12:36 Zelniq wrote:
The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their hotkeys ICONS swapped.
Clearly a bug - the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? - makes no sense.
[image loading] They should just switch it back asap, something prolly went wrong.
If you stand next to my head, you can hear the ocean. - Day[9]
DTown
Profile Blog Joined April 2010
United States428 Posts
July 08 2010 19:42 GMT
#472
On July 09 2010 04:40 DCV_Whiplash wrote:
Show nested quote +
On July 09 2010 04:33 Orange Goblin wrote:
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.


This. Yet another under-handed stealth nerf by blizzard to encourage zerg players to use ultras (which they should, admittedly).
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 08 2010 19:44 GMT
#473
What the fuck zealot nerf T.T
I felt like they were too strong in the early game but I didn't see many others complaining.

Also tester in my division ^^
dargul
Profile Joined May 2010
Russian Federation125 Posts
July 08 2010 19:46 GMT
#474
Bug that coloss cant move over burrowed roaches is still there, it's will be our revenge for nerfing roaches against ff >)
In Stim We Trust
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-07-08 19:49:44
July 08 2010 19:47 GMT
#475
On July 09 2010 04:27 Bibdy wrote:
Show nested quote +
On July 09 2010 04:26 NeoLearner wrote:
Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming

How is that a nerf?


I was talking referring to the weapon upgrade nerf on the ultras, sorry if it was a bit unclear.

Holy crap, that's seems like quite a big FF change. They seem to have gotten like a full hex extra blocking range. My first reaction was: "Yeah, they probably want to get people to use ultras to destroy them. But sentries are tier 1.5, ultras 3. That's a long time... I mean, the (4/5?) warpgate push, it hits way before you can (comfortably) get ultras, right?


On July 09 2010 04:42 DTown wrote:
Show nested quote +
On July 09 2010 04:40 DCV_Whiplash wrote:
Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.

This. Yet another under-handed stealth nerf by blizzard to encourage zerg players to use ultras (which they should, admittedly).


Well I have a crazy idea about that. Instead of buffing all sorts of other units (infestors with frenzy, sentries with big FF's) buf the actual ultra itself! That's just so crazy it might work!
Bankai - Correlation does not imply causation
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 19:56 GMT
#476
Seeker missile mover is identical to the previous patch.
I'll call Nada.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 19:57:01
July 08 2010 19:56 GMT
#477
-.- Why did they nerf the zealot? 33-38 means production time now is 115% and attack cooldown 120%. Wth... ? Did they ever need to be nerfed in the first place? And if so, by so much? This is a great drawback for them if it's true.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
July 08 2010 19:58 GMT
#478
On July 09 2010 04:31 DeMusliM wrote:
well, i don't like the idea of further dumbing down macro for terran, just seems silly to me personally where before tabbing through 3 kinds of structures (normal/labbed/reactor'd) seemed very simple and accurate - maybe a little hard to grasp at the start for some but overall you built what you wanted to build and where. Now if i have 5 rax selected 2 reactor'd, 1 labbed and 2 normal - i pressed d AAAA and XX - next thing i notice is no tech labs, my reactors shared the marines with the Normal barracks' so they all had 1/1/1/1 marine building - god, so annoyed by this atm ^^.


I agree it's really stupid. Especially when you have like 10 barracks, you can't keep track of how many times you are supposed to press D or A and you end up with marines coming out of tech labs slowing down your marauders etc. It's really bad, tab worked fine I'm not sure what the problem is
Excalibur_Z
Profile Joined October 2002
United States12257 Posts
July 08 2010 19:59 GMT
#479
On July 09 2010 04:56 Duelist wrote:
-.- Why did they nerf the zealot? 33-38 means production time now is 115% and attack cooldown 120%. Wth... ? Did they ever need to be nerfed in the first place? And if so, by so much? This is a great drawback for them if it's true.


It's warpgate cooldown, not attack cooldown. Read the rest of the thread. Zelniq made a mistake.
Moderator
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 20:01 GMT
#480
Wonder if they changed the Force Field area because there were a lot of cases of noobs placing Force Fields on their ramp, one hex to the side, and the enemy poured in anyway.
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