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UPDATE: Still Unlisted Patch Balance Changes - Page 28

Forum Index > SC2 General
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Prev 1 26 27 28 29 30 42 Next All
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:12:03
July 08 2010 22:08 GMT
#541
The icon seems new indeed. Btw, does anyone have any idea why would blizzard not announce some of these changes, specially the balancing ones, as they should belong to the balancing changes thread of each patch...
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 08 2010 22:09 GMT
#542
Man protoss players are like the new zerg players. They are complainging more about the zlot nerf than the roach being 2 food
"Zerg, so bad it loses to hydras" IdrA.
Athos
Profile Blog Joined February 2008
United States2484 Posts
July 08 2010 22:10 GMT
#543
Can somebody tell me what happened to f5-f8?

I had really gotten used to macroing with those, as well as probe micromanagement. I don't know what to do without them.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:12 GMT
#544
On July 09 2010 07:00 Duelist wrote:
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. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.
Lylat
Profile Joined August 2009
France8575 Posts
July 08 2010 22:15 GMT
#545
TvZ is becoming quite hard with ultras immune to stun .. !
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:16 GMT
#546
On July 09 2010 07:09 TheKing. wrote:
Man protoss players are like the new zerg players. They are complainging more about the zlot nerf than the roach being 2 food


Is shit like this really necessary? Do you feel better now?
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 22:17 GMT
#547
On July 09 2010 07:03 cocosoft wrote:
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.

looks new..atleast to me
Artillery spawned from the forges of Hell
deo1
Profile Joined April 2010
United States199 Posts
July 08 2010 22:17 GMT
#548
There seems to be a bug in watching replays. The first person view doesn't work very well. e.g. the camera doesn't actually show a switch to a different location on the map like when microing a scouting worker, only that the unit has been selected.

However, all of the replay hotkeys seem to be working properly as I had problems with these before.
Poooooor Protoss.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:23:17
July 08 2010 22:19 GMT
#549
On July 09 2010 07:12 Bibdy wrote:
Show nested quote +
On July 09 2010 07:00 Duelist wrote:
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. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.



Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, making it 35s of production gone to waste basically...
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 08 2010 22:20 GMT
#550
On July 09 2010 07:15 Lylat wrote:
TvZ is becoming quite hard with ultras immune to stun .. !


... or not ... !
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:22 GMT
#551
On July 09 2010 07:19 Duelist wrote:
Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s gone to waste basically. I don't know how it's not big.


Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common.
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 08 2010 22:22 GMT
#552
On July 09 2010 07:19 Duelist wrote:
Show nested quote +
On July 09 2010 07:12 Bibdy wrote:
On July 09 2010 07:00 Duelist wrote:
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. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.



Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s of production gone to waste basically. I don't know how it's not big...


You make it sound like a 5 second change is unheard of. It isn't. People will learn to adapt.
NoHrt
Profile Blog Joined May 2010
Canada236 Posts
Last Edited: 2010-07-08 22:24:55
July 08 2010 22:23 GMT
#553
Myself and 2 other players went to confirm alot of these changes to weed out the rumors. Here is the list of CONFIRMED changes that were not in the patch notes.
http://l2sc.net/component/content/article/1-latest-news/111-patch-16.html
l2sc.net | Lead Director | l2sc.tv NoHrt.518
MiniTsunami
Profile Joined June 2010
United States274 Posts
July 08 2010 22:26 GMT
#554
Dunno if this has been posted yet, but another change that goes along with the "larvae are no longer counted as units" change is that:

When selecting units over a hatchery, larvae are no longer included in the selection.
Learn from the mistakes of others, because you won't live long enough to make them all yourself.
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 08 2010 22:27 GMT
#555
On July 09 2010 07:22 Bibdy wrote:
Show nested quote +
On July 09 2010 07:19 Duelist wrote:
Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s gone to waste basically. I don't know how it's not big.


Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common.


Y, i guess you're right. It's just kinda sad seeing protoss getting nerfed patch after patch, when it feels it has been nerfed more than enough.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:27 GMT
#556
I thought it only did a selection of Larva if they were the only thing inside the selection box?
baconbits
Profile Joined April 2010
United States419 Posts
July 08 2010 22:28 GMT
#557
did extractor buildtime get increased? Because early gas timings are about 5 seconds off. I thought it was a faster pool, but it doesn't seem to be the case.

The force field changes are bs btw.
MiniTsunami
Profile Joined June 2010
United States274 Posts
July 08 2010 22:35 GMT
#558
On July 09 2010 07:27 Bibdy wrote:
I thought it only did a selection of Larva if they were the only thing inside the selection box?


maybe, i thought in the past they would get selected but I have a terrible memory so I could definitely be wrong.
Learn from the mistakes of others, because you won't live long enough to make them all yourself.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
Last Edited: 2010-07-08 22:39:04
July 08 2010 22:36 GMT
#559
On July 09 2010 06:29 ZealousD wrote:
Show nested quote +
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.


Thanks for the quick answer

Edit : it's me or the baneling is bigger ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
July 08 2010 22:40 GMT
#560
I`m pretty pissed about the neural parasite nerf. I had 30+ infestors in a FFA game and lost to about 20 carriers. Before the change, this would have been an easy win. It was really fun before, and I hope they change it back.
http://grooveshark.com/#/deltrus/music
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