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UPDATE: Still Unlisted Patch Balance Changes - Page 27

Forum Index > SC2 General
Post a Reply
Prev 1 25 26 27 28 29 42 Next All
ZealousD
Profile Joined July 2010
United States13 Posts
Last Edited: 2010-07-08 21:22:25
July 08 2010 21:19 GMT
#521
On July 09 2010 05:59 StoLiVe wrote:
what is the change about the medivac ? ?


They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state.

+ Show Spoiler +
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 21:25 GMT
#522
On July 09 2010 06:19 ZealousD wrote:
Show nested quote +
On July 09 2010 05:59 StoLiVe wrote:
what is the change about the medivac ? ?


They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state.

+ Show Spoiler +
http://www.youtube.com/watch?v=kfChi0eJ_KE


what do you mean by scan-move ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 21:29 GMT
#523
On July 09 2010 06:25 StoLiVe wrote:
what do you mean by scan-move ?


Scan move is the replacement for attack-move on units that don't have a direct attack. Medivacs, Ravens, High Temps, observers, overlords, etc...

Watch the medivac video, and you'll notice that when I'm doing an attack move command near the lair, the medivacs stay put.
Darkness12
Profile Joined May 2010
United States1 Post
July 08 2010 21:29 GMT
#524
Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade).
arb
Profile Blog Joined April 2008
Noobville17922 Posts
July 08 2010 21:30 GMT
#525
On July 09 2010 06:29 Darkness12 wrote:
Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade).

that was there ages ago
Artillery spawned from the forges of Hell
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 21:33 GMT
#526
I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier.

This was the reason for the buff:

Netahera: The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.


I wonder what the reason for the range decrease is.

Also, the UDP Blocker that R1CH made works again.
my hair is a wookie, your argument is invalid
Fanek
Profile Joined July 2010
Poland344 Posts
Last Edited: 2010-07-08 21:40:57
July 08 2010 21:37 GMT
#527
what about this:

roach 75/25 1 suply
tank 50 - >60dmg
ultralisk 450 -> 600hp and bigger size now
colos 15 -> 20dmg ?
thor - newa damage ?
voidray 200/150 ->250/150
forge hp 400/400 ->550/550
ghost price 100/200 -> 150/150 TRUE
viking price125/100- 150/75
and u can pick up viking on medivac now

who can check it ?
hello
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 21:41 GMT
#528
why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?
ModeratorBlame yourself or God
Ouga
Profile Joined March 2008
Finland645 Posts
July 08 2010 21:43 GMT
#529
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
Last Edited: 2010-07-08 21:46:51
July 08 2010 21:46 GMT
#530
Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs?
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
reking
Profile Joined June 2010
Norway73 Posts
July 08 2010 21:55 GMT
#531
On July 09 2010 06:46 Crisium wrote:
Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs?

Well Day9 has been talking about a "delayed reaper" that isnt for rushing, but actually used later as a way to get some scouting done... it would still be viable.
Yur
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 21:58:48
July 08 2010 21:55 GMT
#532
On July 09 2010 06:43 Ouga wrote:
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.


Zealots are a main part of almost very protoss army, and now they take 20% more time to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are once again going to be the underdog race.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 21:55 GMT
#533
On July 09 2010 06:33 k!llua wrote:
I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier.

This was the reason for the buff:

Show nested quote +
Netahera: The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.


I wonder what the reason for the range decrease is.

Also, the UDP Blocker that R1CH made works again.


Maybe they reverted it, and that's what fixed the Hellion/Zergling chase thing Morrow mentioned.

The change made it easier to attack and run, but more difficult to attack and chase
xDaunt
Profile Joined March 2010
United States17988 Posts
July 08 2010 21:58 GMT
#534
Has any other protoss noticed that their nexus seems to accumulate energy more quickly? Am I just imagining things? If I'm not, has the global energy regen rate been increased or is this unique to nexii?
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 21:59 GMT
#535
On July 09 2010 06:55 Duelist wrote:
Show nested quote +
On July 09 2010 06:43 Ouga wrote:
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.


Zealots are a main part of almost very protoss army, and now they take 20% more to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are going to be the underdog race once again.


I think people are overreacting to this a bit. Coming out 20% later isn't the same thing as being able to build 20% less of the things. You can still only build as many Zealots as you have minerals to spend on them, and only build as many simultaneously as you have Gateways or Warp Gates.

What remains to be seen is whether or not you can safely protect yourself from a 6-Pool rush after the change. If its not possible, then something absolutely has to be done about it. Beyond that I'm not particularly concerned. I'm more excited for PvP. It means 2-Gate pushes aren't going to fuck me over as badly.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:07:36
July 08 2010 22:00 GMT
#536
Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal.
hacpee
Profile Joined November 2007
United States752 Posts
Last Edited: 2010-07-08 22:02:02
July 08 2010 22:00 GMT
#537
This is what's wrong with constantly balancing unit(micromanaging balance) instead of using the map to balance. Blizzard doesn't get that people don't like their units to change so suddenly. This isn't World of Warcraft. There doesn't need to be nerfs every patch. There doesn't need to be a nerf to every strange strategy(queen rush nerf for example) just because.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 22:01 GMT
#538
On July 09 2010 06:41 Zelniq wrote:
why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?


If they nerfed the Hellion's range before, they definitely didn't advertise it. I don't remember it being in the last few patches of Phase One, so it belongs in this thread right?
my hair is a wookie, your argument is invalid
cocosoft
Profile Joined May 2010
Sweden1068 Posts
Last Edited: 2010-07-08 22:04:00
July 08 2010 22:03 GMT
#539
I'm pretty sure that the armor icon on protoss is new, (as well as some other icons).

[image loading]

Could be wrong though, I'm no protoss player.
¯\_(ツ)_/¯
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
July 08 2010 22:06 GMT
#540
Is there a diamond rank? I have not seen anything higher then plat since beta came back.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
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