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UPDATE: Still Unlisted Patch Balance Changes - Page 36

Forum Index > SC2 General
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Prev 1 34 35 36 37 38 42 Next All
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
July 10 2010 15:59 GMT
#701
I like the new variety in the Terran music. I'm sure everyone has noticed this one but it isn't in the OP.
That boys a monster
Feos
Profile Joined July 2010
Germany71 Posts
July 10 2010 16:08 GMT
#702
roach speed has always required lair
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-10 16:53:46
July 10 2010 16:53 GMT
#703
unit speed numbers are now listed in the UI when you hover over their armor.

For zerg it tells the bonus in parenthesis but it's not like how the bonus is for armored is now (its like it used to be) you have to add it together yourself.
..and then I would, ya know, check em'. (Aka SpoR)
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 10 2010 17:11 GMT
#704
On July 10 2010 23:47 arb wrote:


Also the zealot nerf isnt that huge for everyone that was complaining about it, its so minute i dont even see a diff.



It's not the first zealot or even the 2nd that is really effected by this change. It's the 3/4/5 ones that are. Now instead of having 4 zealots for your push there is an extra 10-20 seconds(Depending 1/2gate) on them. I'm not sure how big a change it is but I don't think you can call it minute
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 10 2010 17:14 GMT
#705
I think I may have figured out the Changeling seeing thing. I almost always get an Overseer, and my Overseer saw it. I do remember patch notes saying that Changelings can be revealed by detectors, so maybe you guys were lucky enough to have detectors?

I need to test more, but if you guys can do it, that would be helpful.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 10 2010 17:14 GMT
#706
On July 11 2010 02:11 Numy wrote:
Show nested quote +
On July 10 2010 23:47 arb wrote:


Also the zealot nerf isnt that huge for everyone that was complaining about it, its so minute i dont even see a diff.



It's not the first zealot or even the 2nd that is really effected by this change. It's the 3/4/5 ones that are. Now instead of having 4 zealots for your push there is an extra 10-20 seconds(Depending 1/2gate) on them. I'm not sure how big a change it is but I don't think you can call it minute

As soon as i said thati played 2 more games vs zerg, and vs 13pool you'll have like 1 1/4 zealots out vs 6 lings, ive lost like 2-4 games since then because ive had to run probes around because zealots take ages to make.

Pool needs a 5 sec build time increase imo or something to balance it out atleast
Artillery spawned from the forges of Hell
happyness
Profile Joined June 2010
United States2400 Posts
July 10 2010 18:28 GMT
#707
On July 08 2010 14:39 Uranium wrote:
Blink stalkers can no longer blink over unpathable terrain!!!!!!

Just lost a PvT on Scrap Station cuz I proxied him and he lifted off to the island, I went for blink stalkers and GUESS WHAT "Couldn't find teleport location". GG for me


I just blinked to the island on Desert Oasis. I think you just need sight.
happyness
Profile Joined June 2010
United States2400 Posts
July 10 2010 18:38 GMT
#708
On July 11 2010 02:14 arb wrote:
Show nested quote +
On July 11 2010 02:11 Numy wrote:
On July 10 2010 23:47 arb wrote:


Also the zealot nerf isnt that huge for everyone that was complaining about it, its so minute i dont even see a diff.



It's not the first zealot or even the 2nd that is really effected by this change. It's the 3/4/5 ones that are. Now instead of having 4 zealots for your push there is an extra 10-20 seconds(Depending 1/2gate) on them. I'm not sure how big a change it is but I don't think you can call it minute

As soon as i said thati played 2 more games vs zerg, and vs 13pool you'll have like 1 1/4 zealots out vs 6 lings, ive lost like 2-4 games since then because ive had to run probes around because zealots take ages to make.

Pool needs a 5 sec build time increase imo or something to balance it out atleast


Ya I've been wondering why I've been losing to ling rushes! And arb, +5 seconds per zealot is HUGE. Now early zealot pressure isn't even an option in PvZ. I'm wondering if that's why bliz made the nerf. I don't see why they wouldn't list that in the patch changes.
Stition
Profile Joined April 2010
United States19 Posts
July 10 2010 18:40 GMT
#709
Didn't read all 36 pages, but Zealots seem to move faster now. Don't have figures, but they outrun tanks/marines/marauders and I recall them running at same speed before. I tested zealot speed before new patch with and without charge upgrade (which makes them 20% faster), but lost the times! If anyone can confirm/deny this I'd appreciate it! Zealots have same speed as stalkers?
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
July 10 2010 18:56 GMT
#710
still waiting for them to add alt qq >.>
Long live BroodWar!
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 10 2010 19:09 GMT
#711
You are now forced to make a decision as to whether you want to keep chrono boosting probes, or the zealot. I don't see the zealot time increase as that detrimental. It adds more "strategy" to a "real-time strategy" game, instead of mindless chrono boosting probes.
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
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-10 19:13:53
July 10 2010 19:12 GMT
#712
On July 11 2010 03:38 happyness wrote:
Show nested quote +
On July 11 2010 02:14 arb wrote:
On July 11 2010 02:11 Numy wrote:
On July 10 2010 23:47 arb wrote:


Also the zealot nerf isnt that huge for everyone that was complaining about it, its so minute i dont even see a diff.



It's not the first zealot or even the 2nd that is really effected by this change. It's the 3/4/5 ones that are. Now instead of having 4 zealots for your push there is an extra 10-20 seconds(Depending 1/2gate) on them. I'm not sure how big a change it is but I don't think you can call it minute

As soon as i said thati played 2 more games vs zerg, and vs 13pool you'll have like 1 1/4 zealots out vs 6 lings, ive lost like 2-4 games since then because ive had to run probes around because zealots take ages to make.

Pool needs a 5 sec build time increase imo or something to balance it out atleast


Ya I've been wondering why I've been losing to ling rushes! And arb, +5 seconds per zealot is HUGE. Now early zealot pressure isn't even an option in PvZ. I'm wondering if that's why bliz made the nerf. I don't see why they wouldn't list that in the patch changes.

I didnt think it was huge until i noticed that, zerg doesnt even have to 6 pool because they'll have 6-8 lings at your base vs 1 zealot reallllly early its kinda stupid.

They need to add 5 secs to spawning pool time because i believe someone said zealots got 5 secs because of terran rax nerf. Except they left zerg alone and its killer

On July 11 2010 03:40 Stition wrote:
Didn't read all 36 pages, but Zealots seem to move faster now. Don't have figures, but they outrun tanks/marines/marauders and I recall them running at same speed before. I tested zealot speed before new patch with and without charge upgrade (which makes them 20% faster), but lost the times! If anyone can confirm/deny this I'd appreciate it! Zealots have same speed as stalkers?


I dont know if they have the same speed as stalkers without the upgrade, but now that you mention it i noticed they kept up with my stalkers really well..(when upgraded)
Artillery spawned from the forges of Hell
Dial
Profile Blog Joined April 2010
Canada10 Posts
July 10 2010 19:22 GMT
#713
I did a quick search and couldn't find this anywhere, so I may be wrong but... Archons seem to move much much faster now. I'm not sure if anyone has played around with it, but I was fooling around in a 2vAI game and it felt like they moved incredibly quickly compared to the previous version.
BamBam
Profile Blog Joined November 2009
745 Posts
Last Edited: 2010-07-10 19:29:11
July 10 2010 19:28 GMT
#714
If im not mistaken, hasen't the turret been given a range buff? Right now without the auto tracking upgrade, a turret has range 7. Wasn't it 6 before?
"two is way better than twice as one" - artosis
Freezard
Profile Blog Joined April 2007
Sweden1011 Posts
July 10 2010 19:33 GMT
#715
Maps have been changed, at least two 2v2 maps I've tried where they now block off each team with destructible rocks or like the whole center of that desert map where there now is a big hole in the ground. Why?
tathecat563
Profile Joined April 2010
United States96 Posts
Last Edited: 2010-07-10 19:43:27
July 10 2010 19:42 GMT
#716
On July 11 2010 04:28 Energizer wrote:
If im not mistaken, hasen't the turret been given a range buff? Right now without the auto tracking upgrade, a turret has range 7. Wasn't it 6 before?


No it was 7 without autotrack for awhile.

On July 11 2010 04:33 Freezard wrote:
Maps have been changed, at least two 2v2 maps I've tried where they now block off each team with destructible rocks or like the whole center of that desert map where there now is a big hole in the ground. Why?


Are you playing the novice matches? They add destructible rocks and other changes to the maps to avoid a lot of early game pressure for novices.
Hi
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-10 19:49:22
July 10 2010 19:47 GMT
#717
for those who dont know this +5 rax delays the 12rax orbital command bo (which everyone uses) actual OC by 5sec too, but in the midgame i feel no difference in the rax nerf

OP forgot to wrote down my mechanic about transports down
+ Show Spoiler +
On July 09 2010 03:58 MorroW wrote:
when sending transports to unload it only gives the command to transports with cargo in it. aka if u got units in half ur medivacs and click drop on an island only the ones with stuff in them will fly to the island while in first beta phase all of them went there and looked like morons

i found it interesting anyway :<

zealots feel faster now, maybe im just crazy but slow lots seem to catch up with marines now instead of being same speed
On July 11 2010 03:56 HaruHaru wrote:
still waiting for them to add alt qq >.>

+1 ^^
Progamerpls no copy pasterino
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
July 10 2010 19:53 GMT
#718
zealots feel faster now, maybe im just crazy but slow lots seem to catch up with marines now instead of being same speed


Marines and Zealots are still the exact same speed (2.25)
3.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 10 2010 21:49 GMT
#719
Creep now provides the speed boost to any speed upgrades gotten instead of just on the base speed, with upgrades added after. This means zerglings and roaches are now even faster on creep after they have their speed upgrades.
scott desu
Profile Joined April 2010
United States34 Posts
July 10 2010 23:14 GMT
#720
Feels like nukes come down a lot faster then before. Maybe just a feeling
('x.x)G-(._.Q)
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