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UPDATE: Still Unlisted Patch Balance Changes - Page 29

Forum Index > SC2 General
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Prev 1 27 28 29 30 31 42 Next All
Evolve
Profile Joined June 2010
Canada63 Posts
July 08 2010 22:42 GMT
#561
I liked larva being counted in the replay... shows you if youre keeping your larva count low
JiYan
Profile Blog Joined February 2009
United States3668 Posts
July 08 2010 22:45 GMT
#562
smokey hidden area in metalopalis is bigger now
Toads
Profile Blog Joined February 2009
Canada1795 Posts
Last Edited: 2010-07-08 22:47:44
July 08 2010 22:47 GMT
#563
infester is a lot quicker underground, on the creep at least

Edit : and they can cast a lot of infested terran
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Mandalore
Profile Joined April 2010
Germany50 Posts
July 08 2010 22:49 GMT
#564
On July 08 2010 12:36 Zelniq wrote:
If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.
I actually love this. I've always been annoyed at selecting multiple barracks with different addons and not having all of them build a marine if i mass hit the button evenh though they all could
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 23:09 GMT
#565
On July 09 2010 07:45 JiYan wrote:
smokey hidden area in metalopalis is bigger now

Same with scrap station, tho the Scrap Station change might be more aesthetical than anything else.
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
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 08 2010 23:33 GMT
#566
Smokey vents in Metalopolis / Scrap Station is a lot bigger, new font for unit/building information (while playing a game in bottom right).
133 221 333 123 111
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2010-07-08 23:38:23
July 08 2010 23:34 GMT
#567
On July 08 2010 12:36 Zelniq wrote:
5. Roaches and infestors can no longer move under Force Fields while burrowed


This made my day
but for this to be humanely possible, that means that force fields must extend underground. =0

edit: Why would they not mention these things in the patch notes? A lot of them seem pretty major. I'm guessing they may have been a little bit rushed to get the patch out w/ the beta?
I like haikus and / I can not lie. You other / brothers can't deny
Ouga
Profile Joined March 2008
Finland645 Posts
July 08 2010 23:38 GMT
#568
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 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.


I don't see zealot buildtime nerf acting any part in lategame. Basically you just have to make your extra gateways earlier to match up with later lost building time. I don't see why this would nerf other than early aggression. Without playing it's hard to say if nerf was overboard and reduced possible strategies too much. I'd personally suggest tosses to just look again for past favorite strats aka. 1base timed pushes or FE - none of that are affected AT ALL. If you think about it and play smart, 4gw push isn't affected by lot nerf at all. Gates sooner, make lots first and save stalkers for warped units and the change has already been neutralized.

From z pov the roach nerf will definately play big part in midlate. If toss loses early aggressiveness, zerg loses the only counter it had against big sentry chunk if toss gets to fight in decent spot and has good enough army to survive against half of zerg's army. Ok not only, there still are the ultras :-D

But without playing can't say who's more affected by these changes. Seriously, only biased people can tell for sure, so this isn't very "fruitful" conversation now
ibgeekn4me
Profile Joined April 2010
United States75 Posts
July 08 2010 23:38 GMT
#569
Thank you very much for your work here on keeping it updated Zelniq.
wooozy
Profile Blog Joined February 2009
3813 Posts
July 08 2010 23:40 GMT
#570
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 23:45 GMT
#571
On July 09 2010 07:17 arb wrote:
Show nested quote +
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


Isn't it the same?

I'm not a Protoss player either, but it feels the same. The chrono boost button looks new, though.
MakkaPakka
Profile Joined May 2010
Australia1 Post
July 08 2010 23:50 GMT
#572
I have a suspicion that if you miss-click the mineral patch with your mule it will automatically find the closest patch and start mining. I'm at work at the moment and can't test this can some one do it for me. PS. If this is the case you could cast mules from the minimap.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
July 08 2010 23:50 GMT
#573
Another Roach nerf? Really? Really Blizzard?

Far from a huge fan of the doubled creep tumor generation time too.

</bitch>

Looking forward to getting back into it this weekend.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
KKStarcraft
Profile Joined July 2010
United States50 Posts
July 09 2010 00:10 GMT
#574
great post! thanks! if only blizzard posted this on the main forums like how they're supposed to -.-
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 09 2010 00:18 GMT
#575
On July 09 2010 08:40 wooozy wrote:
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg

Looks like these guys from Commander Keen:

[image loading]
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
RawK
Profile Joined April 2010
United States125 Posts
Last Edited: 2010-07-09 00:27:33
July 09 2010 00:27 GMT
#576
So I switched divisions.

Played placement games, got put in Division X, played 3-4 more games, and then i got swapped to division Y. Has this happened to anyone else? And did this happen in Phase 1?

I was originally in a division where the top player had 300 points (~40 games played), next division the top player had ~100 points (~20 games played). Not sure if that had anything to do with it.

-Large

Edit: I did not switch leagues, I switched to a different division in the same league, just being clear.
Hail to the Thief. RawK > http://bit.ly/b3gS25
RawK
Profile Joined April 2010
United States125 Posts
July 09 2010 00:29 GMT
#577
On July 09 2010 07:49 Falkoneye wrote:
Show nested quote +
On July 08 2010 12:36 Zelniq wrote:
If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.
I actually love this. I've always been annoyed at selecting multiple barracks with different addons and not having all of them build a marine if i mass hit the button evenh though they all could


Yeah it's pretty great, however it's bugged (see op). Once it's fixed it'll be really nice.
Hail to the Thief. RawK > http://bit.ly/b3gS25
Meff
Profile Joined June 2010
Italy287 Posts
July 09 2010 00:36 GMT
#578
Nydus now has a different interface, allowing you to select any unit from the network.
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 09 2010 00:39 GMT
#579
On July 09 2010 09:18 Liquid`Jinro wrote:
Show nested quote +
On July 09 2010 08:40 wooozy wrote:
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg

Looks like these guys from Commander Keen:

[image loading]


This is turning out to be my favorite new change!
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 09 2010 00:47 GMT
#580
Maybe it has been mentioned but a streamer noticed that the scv's glowed after retrieving gas (possible minerals as well). Only on higher graphics settings though.
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