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UPDATE: Still Unlisted Patch Balance Changes - Page 30

Forum Index > SC2 General
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Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 09 2010 00:52 GMT
#581
Forcefield costs 50 energy btw OP.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 09 2010 01:00 GMT
#582
I hate hellion change.
#1 Kwanro Fan
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 09 2010 01:08 GMT
#583
while you check stats from a unit in game it said the speed of the attack by a number no longer fast/slow/etc and the bonus dmg isnt +something but say how mucht he unit do to a X unit ex: stalker don't do +14 but 14 to armored so there is no buff
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Tuke
Profile Joined January 2009
Finland1666 Posts
July 09 2010 01:08 GMT
#584
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

Damnit, now I can't get that out of my head -.-
TeamLiquid CJ Entusman #42
arb
Profile Blog Joined April 2008
Noobville17922 Posts
July 09 2010 01:32 GMT
#585
On July 09 2010 09:52 Uranium wrote:
Forcefield costs 50 energy btw OP.

Its always costed 50 hasnt it?
Artillery spawned from the forges of Hell
Pebble
Profile Blog Joined April 2010
Germany326 Posts
July 09 2010 01:34 GMT
#586
I wonder if it looks like [image loading]
when you take control of the lower tower...
3:50 PM jaedung: scouting is useless in sc2
Back
Profile Joined May 2010
Canada505 Posts
Last Edited: 2010-07-09 01:37:40
July 09 2010 01:35 GMT
#587
On July 09 2010 10:32 arb wrote:
Its always costed 50 hasnt it?


Yes. He was just pointing out a typo on the opening post.



+ Show Spoiler +
On July 09 2010 10:34 Pebble wrote:
I wonder if it looks like [image loading]
when you take control of the lower tower...


Yes it looks just like rotten fruits when you take control of a tower.
Phrost
Profile Blog Joined May 2010
United States4008 Posts
July 09 2010 02:21 GMT
#588
I don't know if this was mentioned but the icons for the reaper move speed and combat shields were changed.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
Mazer
Profile Joined April 2008
Canada1086 Posts
July 09 2010 02:47 GMT
#589
On July 08 2010 12:36 Zelniq wrote:
[*]Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)


Really the only change I could care for. Everything else will probably be tweaked within a month.
ab0x
Profile Joined July 2010
Sweden9 Posts
July 09 2010 02:48 GMT
#590
Has Blizzard said anything about the Force field change? I can't help but wonder if it's a bug. Having the blockrange larger than the animation doesn't seem logical, you want to be able to know what you've blocked and where there are holes in the blockade. Im in EU and haven't tested it, but it does sound quite overpowered. Force field and sentrys in general was pretty damn good as it was. They are now especially stronger in early game and I can't really see why they would make this buff.

It is of course possible that they will follow up with a larger animation.
Raano
Profile Joined May 2010
Australia1 Post
Last Edited: 2010-07-09 05:47:00
July 09 2010 03:41 GMT
#591
I believe gatherer shift-queuing has been slightly updated, although I have no way to doube-check with prepatch.

It appears that you can now shift-queue gatherers (although I've only tested Probes) to dump their loads before following the next action in the queue, where in the past I believe they failed to dump their loads before continuing to the next waypoint (they would nudge the building and then wander on to next point while still carrying the resource).

This is beneficial when selecting say 3 random Probes on minerals for gas, where you can now shift-queue them to the Nexus and then to the geyser without wasting the minerals they were (potentially) carrying.
Another example may be when pulling all probes off during a harass and then shift-queueing them all back onto the Nexus then minerals. This will allow any gatherers carrying gas to dump their load before instead picking up minerals.

Prepatch, iirc, they would hit the Nexus without load dumping and then proceed to the geyser/mineralpatch and waste their gas/minerals when they swap for minerals/gas.


As I said, I've no way to double-check this was the case before, and I only noticed it while playing Protoss (but I assume it affects all races). This is likely related to the rally-point attack-move to move change, so there may be other subtle alterations to shift-click queuing etc.


EDIT:
I did some more playing around and noticed that the 'failure to dump load' bug(?) still exists in some situations.

I had all mineral Probes at my main shift-clicked to my expo Nexus and then further shift-click queued to the minerals there. They failed to dump their loads and just nudged the expo Nexus before moving over to minerals (where then the one's already carrying minerals, of course, remembered they were carrying something and then returned to drop off their load).

Only situation I can see this being useful were it not the case would be when transferring gatherers to your expo and want to cash in their loads before they make the journey (vulnerable Probe trains are better off not being loaded with minerals if eaten). Although I didn't try actually queuing my main's Probes to their Nexus before sending them on their journey to the expo (which would make more practical sense anyway), I assume it would be the same and they nudge the main's Nexus without load dumping before heading to the expo.




EDIT2:
It appears that this is a bit more than I thought and I have no idea what is prepatch and what isn't, so will just list what I see. Only tested with Probes.

A:
Select a group of Probes, half carrying minerals and/or gas and half empty (matters not whether they were idle or mining).
Click them to the Nexus (not shift-click).
The mineral/gas-carrying ones will dump load and then return to mining OR gas, depending on which they were carrying. Gas carriers will divide equally between the immediate geysers. Probes without a load will then will sit and hug the Nexus forever.

B:
Select a group of gathering Probes.
Shift-click them to (main) Nexus and shift-click queue then to wherever you like such as over at your expo's minerals (or the ground next to your main ).
Some of them will dump their loads, and some won't.
Seems to be that:
a) Probes that were in the process of returning will dump their minerals and then continue to next waypoint.
b) Probes that were mining will leave the mineral patch holding a crystal, then nudge the Nexus without dumping load, then continue to next waypoint.
c) Probes that were on their way back from dumping a load will pick up more minerals, then nudge the Nexus without load dumping, and then continue to next waypoint.
Result: Depending on the individual stage of the auto-mining process a gatherer is at will depend on whether they are carrying minerals at the end of such a shift-click waypoint queue.


Is this significant? I'm not really qualified to judge, but it doesn't seem intended.

As an extra note, Probes remain selected after entering a geyser and will follow any commands given once they exit (that's new, yeah?). Probes within a geyser are not able to be selected, as before.
IdleSource
Profile Joined April 2010
Canada1 Post
July 09 2010 03:46 GMT
#592
I haven't read through all 30 pages so this may have already been said, but the rally points work differently now. Units will no longer attack on their way to the rally point. They behave as though they've been right clicked somewhere instead of a-clicked.

I wasted a large portion of my army coming out of a nydus worm before I noticed this...
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-09 03:54:45
July 09 2010 03:49 GMT
#593
I don't know if this has been mentioned. Sorry if I miseed it in the excitement of Beta and the length of this thread...

It seems as though "pushing" enemy units doesn't have the same effect as it used to?

For example, I run 10 Zerglings into a probe line, the probes can now effectively surround and make a wall around the 'lings. Forgive me if I'm wrong (it has been a month since Phase 1), but it seemed as if before you could run through the probe line, pushing some of the probes out of the way. Now you just hit a probe wall.

Maybe somebody still on the old patch can confirm/deny what I'm remembering as the past behavior.

Maybe I'm just crazy.

To further add to this point, I was playing a 2v2 with a buddy, and our units were too compacted in a choke (whatever that terrible Lava map is. Death to lava maps! \o )
I tried to move my units outside of his clustered MMM ball so tank fire wouldn't shoot everything at once, but the units simply collided and nothing was done to spread them out. I know that before this patch your units could nudge your allies units out of the way if units were stuck in a ball...
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Mactavian
Profile Joined December 2009
Canada60 Posts
July 09 2010 03:53 GMT
#594
One, impressive research, and two, why aren't these changes published?
Nothing is impossible, only too expensive.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 09 2010 04:22 GMT
#595
On July 09 2010 12:49 InfiniteIce wrote:
I don't know if this has been mentioned. Sorry if I miseed it in the excitement of Beta and the length of this thread...

It seems as though "pushing" enemy units doesn't have the same effect as it used to?

For example, I run 10 Zerglings into a probe line, the probes can now effectively surround and make a wall around the 'lings. Forgive me if I'm wrong (it has been a month since Phase 1), but it seemed as if before you could run through the probe line, pushing some of the probes out of the way. Now you just hit a probe wall.

Maybe somebody still on the old patch can confirm/deny what I'm remembering as the past behavior.

Maybe I'm just crazy.

To further add to this point, I was playing a 2v2 with a buddy, and our units were too compacted in a choke (whatever that terrible Lava map is. Death to lava maps! \o )
I tried to move my units outside of his clustered MMM ball so tank fire wouldn't shoot everything at once, but the units simply collided and nothing was done to spread them out. I know that before this patch your units could nudge your allies units out of the way if units were stuck in a ball...


The allied units thing is definitely true. Does it do that with your own units? I mean does your unit nudge your other units out of its way? If it doesn't this is going to be really, really annoying

I can't believe this game is 2 weeks from launch, it seems like they've completely broken it. Bnet is f'ing out, so many new bugs... wtf is going on?
Cofo
Profile Blog Joined June 2010
United States1388 Posts
Last Edited: 2010-07-09 04:22:52
July 09 2010 04:22 GMT
#596
Forgive me if this is already in the thread somewhere; I didn't see it.

The vision blockers outside the mains of Scrap Station have a different shape. They were previously rectangular, and now they have diagonal edges.

Screenshot:
http://img413.imageshack.us/f/picture1xw.png/
+ Show Spoiler +
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 09 2010 05:11 GMT
#597
On July 09 2010 09:52 Uranium wrote:
Forcefield costs 50 energy btw OP.

Wow..i cant believe i said 25. I knew it was 50..jeezes
ModeratorBlame yourself or God
Bork
Profile Joined June 2010
United States4 Posts
Last Edited: 2010-07-09 05:44:52
July 09 2010 05:43 GMT
#598
#26 Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.



This was already in the game.
http://slidecat.ytmnd.com/
Spaceball
Profile Joined November 2007
United States213 Posts
July 09 2010 06:01 GMT
#599
Replays don't auto save anymore as far as I can tell (sorta). It will keep the last 10 or so replays in the recent folder and then delete them as new games are played. To keep a replay you need to click the keep button the recent tab before it gets knocked off. Also the files dont appear to be saved to my documents anymore. Anyone know where it puts them? Maybe its saving all the files still but I can't find the folder where it does so.
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
July 09 2010 07:41 GMT
#600
If your using vista/7 you can just type in the replay name in the search engine and find it quite rapidly.
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