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UPDATE: Still Unlisted Patch Balance Changes - Page 37

Forum Index > SC2 General
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FlamingPhoenix
Profile Joined August 2009
Canada14 Posts
July 10 2010 23:37 GMT
#721
I'm just sad that incineration zone was removed.
I know that i do not know
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 10 2010 23:38 GMT
#722
On July 11 2010 08:37 FlamingPhoenix wrote:
I'm just sad that incineration zone was removed.


It's been out of ladder for quite some time now. Nothing new.
jinixxx123
Profile Joined June 2010
543 Posts
Last Edited: 2010-07-11 00:02:31
July 11 2010 00:01 GMT
#723
anyone notice that marauders now drink 20 hp instead of 10 when using stim?
MadduX
Profile Joined June 2003
United States515 Posts
July 11 2010 00:04 GMT
#724
On July 11 2010 09:01 jinixxx123 wrote:
anyone notice that marauders now drink 20 hp instead of 10 when using stim?


It's always been like that
Team LighT
Unfurl
Profile Blog Joined July 2010
United States272 Posts
July 11 2010 00:07 GMT
#725
Sry if this was mentioned, but roaches grow bright spikes when they have their lair upgrades, makes them look really baller and neon-ish
Darkn3ss
Profile Joined November 2009
United States717 Posts
Last Edited: 2010-07-11 01:38:30
July 11 2010 00:36 GMT
#726
Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!)

Infestor's Neural Parasite:
No longer and infinite channeled spell (it expires after a certain time)

BUT

Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety).

I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!)
Dont quote me boy, cuz I aint saying shhh...
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-07-11 00:44:33
July 11 2010 00:43 GMT
#727
On July 11 2010 09:07 Unfurl wrote:
Sry if this was mentioned, but roaches grow bright spikes when they have their lair upgrades, makes them look really baller and neon-ish

That sounds awesome! I'd love to see a screenshot.
On July 11 2010 09:36 Darkn3ss wrote:
Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!)

Infestor's Neural Parasite:
No longer and infinite channeled spell (it expires after a certain time)

BUT

Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety).


I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!)

That would be really awesome. You can use Infested Terrans whilst burrowed already. . . That would open up tons of new possibilities. Again, screenshots would be awesome.
galefrost
Profile Joined May 2010
United States38 Posts
July 11 2010 00:44 GMT
#728
On July 11 2010 09:36 Darkn3ss wrote:
Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!)

Infestor's Neural Parasite:
No longer and infinite channeled spell (it expires after a certain time)

BUT

Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety).


I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!)


Just tested. It doesn't work. The burrow up doesn't appear to be disabled, but selecting burrow with an infestor currently casting neural parasite will do nothing. What may be happening is you having your non-neural parasiting infestors in your control group burrow when you select burrow.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
July 11 2010 00:55 GMT
#729
Not a balance change but

Immortals had their picture changed didnt they?
Artillery spawned from the forges of Hell
Darkn3ss
Profile Joined November 2009
United States717 Posts
July 11 2010 01:38 GMT
#730
On July 11 2010 09:44 galefrost wrote:
Show nested quote +
On July 11 2010 09:36 Darkn3ss wrote:
Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!)

Infestor's Neural Parasite:
No longer and infinite channeled spell (it expires after a certain time)

BUT

Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety).


I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!)


Just tested. It doesn't work. The burrow up doesn't appear to be disabled, but selecting burrow with an infestor currently casting neural parasite will do nothing. What may be happening is you having your non-neural parasiting infestors in your control group burrow when you select burrow.


Maybe that's the bug? If you have 2 infestors one NP's and other doesn't then both burrow?

I might be tripping tho... pretty tired! XD
Dont quote me boy, cuz I aint saying shhh...
Freezard
Profile Blog Joined April 2007
Sweden1025 Posts
July 11 2010 01:39 GMT
#731
The Marine Shields upgrade icon has been changed as well.
MuTT
Profile Joined July 2010
United States398 Posts
July 11 2010 01:41 GMT
#732
I don't like the transport change because the transports with units in them are more valuable and they are put into a more vulnerable position. I mean its not a big deal it is an easy fix just right click with all the transports first then drop off but i will probably lose a couple games getting used to it.
MC's strength: confidence weakness: over confidence
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
July 11 2010 01:41 GMT
#733
Did no one else notice that the in game music is different now, too?
Mystictrust
Profile Joined June 2010
2 Posts
July 11 2010 01:44 GMT
#734
BUG: Overseer can waste its energy and cast contaminate on Cannons, they get covered in zerg slime and the cannons continue to shoot (as they should) right through the spell.

In phase 1, once Overseers were given this ability, defensive structures were no longer able to be targeted and it only stopped unit production and upgrades. Targeting a defensive structure USED to come up with an error message in red. Now it just looks funky.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
July 11 2010 01:45 GMT
#735
i can see the mouse cursor during load screen now. :D
www.memoryexpress.com
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
July 11 2010 01:47 GMT
#736
And the mouse cursor will change to the "theme" of whatever in game race you happen to be playing as well.
jinixxx123
Profile Joined June 2010
543 Posts
July 11 2010 02:11 GMT
#737
trees get caught on fire from hellion flamethrower. im guessing collisus etc will do the same
MythicalMage
Profile Joined May 2010
1360 Posts
July 11 2010 02:11 GMT
#738
Did High Templar always have tails from their head?
[image loading]
SilverSeraph
Profile Joined April 2010
Canada5 Posts
July 11 2010 03:26 GMT
#739
Not sure if anyone else posted this earlier, but I just noticed Mutas can attack move too now O_o
Kinda neat
SneakPeek
Profile Joined April 2010
Philippines162 Posts
July 11 2010 04:16 GMT
#740
i dont think they can do move shot. ive tried it in the editor and mutas still stop if you command them to patrol move after the enemy unit or press a after the enemy unit. and the hold button doesnt function the same for mutas in sc2 as it was in BW
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