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UPDATE: Still Unlisted Patch Balance Changes - Page 25

Forum Index > SC2 General
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Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 20:05 GMT
#481
Zealot attack cooldown increased from 23 to 28. (can anyone confirm this?)


Zelniq, you misquoted the original post. The guy meant The WARP GATE cooldown went from 23 to 28, not the attack cooldown.

Here's what the guy said:

Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 20:06 GMT
#482
On July 09 2010 04:58 floor exercise wrote:
Show nested quote +
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

well u can see the differences on the icons on the bottom
so if u select ur raxes u see 5 tech labs just click d 5 times then count the other raxes and click a. if u think this is so hard (its actually easier than before) then just use 2 hotkeys and problem solved
Progamerpls no copy pasterino
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 20:06 GMT
#483
On July 09 2010 04:27 Bibdy wrote:
Show nested quote +
On July 09 2010 04:26 NeoLearner wrote:
On July 08 2010 12:36 Zelniq wrote:
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol


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?

Idk maybe he thinks its a nerf because they dont receive the bonus damage from Frenzy?

(which was mostly just for the ultralisk but it also gave bonus damage to other units also)
Artillery spawned from the forges of Hell
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:09 GMT
#484
On July 09 2010 05:05 Bibdy wrote:
Show nested quote +
Zealot attack cooldown increased from 23 to 28. (can anyone confirm this?)


Zelniq, you misquoted the original post. The guy meant The WARP GATE cooldown went from 23 to 28, not the attack cooldown.

Here's what the guy said:

Show nested quote +
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.

ohhhhh my god that makes sense now jeezes
ModeratorBlame yourself or God
Hobbes.uhz
Profile Joined February 2010
United States33 Posts
July 08 2010 20:09 GMT
#485
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?.


As a Terran player, it seems to me most of the changes have been pretty simple, not creative. Tank damage, stim and shield cost, ghost cost, building timing (barraks, factory, reactor).

The MBS change (once it's fixed to actually do what we'd want it to do) is welcome to me, because macro is by far more time consuming as a Terran due to the number of unique production buildings. So you could say that's creative, but I think it should have been there in the first place.

Zerg is having its spells swapped around, taken away, added. Ultras unable to be stunned. Those seem like more creative changes than simply adjusting the numbers.
Buff Rock, Nerf Scissors, Papers ok
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
July 08 2010 20:12 GMT
#486
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Onioncookie
Profile Joined May 2010
Germany624 Posts
July 08 2010 20:13 GMT
#487
LoL Forcefield buff looks BIG

Pretty imbalance that u can trap units easily , without sourrounding them with FF's at all
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 20:16:58
July 08 2010 20:14 GMT
#488
On July 09 2010 05:12 ZeroCartin wrote:
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?


Watch the replay. Did he shoot directly at the shimmer, or just beneath it?

Any time someone says they couldn't hit an air unit with a spell, I immediately assume they don't realize that SC2 now has a 3D world, with an isometric viewpoint, and you need to aim where the orange lines (that appear beneath air units when you have an AOE spell selected) intersect with the ground.
Jokah
Profile Joined April 2010
United Kingdom74 Posts
Last Edited: 2010-07-08 20:19:04
July 08 2010 20:16 GMT
#489
EDIT: nvm. someone beat me to it.
I've been quoted as saying "I don't like quotes".
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:17 GMT
#490
On July 09 2010 05:12 ZeroCartin wrote:
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?

no must have missed. casting spells on air units throws people off cus it's 3d. i just tested, still works
ModeratorBlame yourself or God
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 20:20:20
July 08 2010 20:19 GMT
#491
Out of curiosity, does Burrow count as the same thing as cloak? Can you EMP burrowed units to reveal them? That seems kinda weird.

Oh noes, electromagnetic interference broke my claws!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:20 GMT
#492
yes, can do it with fungal growth too
ModeratorBlame yourself or God
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 20:21 GMT
#493
About the new add-on mechanics, if you queue the tech lab units first it works with no problems, and you won't need separate hotkeys.
I'll call Nada.
GiantHandBanana
Profile Joined April 2010
United States51 Posts
July 08 2010 20:22 GMT
#494
When playing team games and a teammate leaves, you now get their minerals and anything their workers mine after they leave :D

(sorry if that was already mentioned, I skimmed through a few pages and didn't see it)
lol.Donkament
Profile Joined June 2010
Malta50 Posts
July 08 2010 20:23 GMT
#495
I play zerg and protoss

and i don't know why zelots is nerf,, WTF bliz?

If anyone FE normally the opponent make pressure ..., now will be more easy for zerg to fast expand and take big advantage on protoss...

Seriously When blizzard will take an issue for Terran? TT
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 20:23 GMT
#496
The OP's looking really swell and up-to-date. Thanks Zelniq.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 20:25 GMT
#497
Could some American be kind and list whatever graphical upgrades/changes they come across? Just so us Europeans get in on the action Us graphics whores are interested!
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 20:26 GMT
#498
I wonder if these balance changes were made before or after they invited those korean gamers to talk about balance
Evolve
Profile Joined June 2010
Canada63 Posts
Last Edited: 2010-07-08 20:29:34
July 08 2010 20:28 GMT
#499
Wrong topic ;; my bad
iNty.sCream
Profile Joined April 2010
Germany195 Posts
July 08 2010 20:29 GMT
#500
the FF , Zealot + Roach changes are ridiculous, even though iam toss lol
Bisu best hairspray = win
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