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UPDATE: Still Unlisted Patch Balance Changes - Page 38

Forum Index > SC2 General
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MokuZ
Profile Blog Joined February 2010
United States25 Posts
July 11 2010 04:56 GMT
#741
You can't parasite neutral units any more.
SneakPeek
Profile Joined April 2010
Philippines162 Posts
July 11 2010 09:30 GMT
#742
On July 11 2010 11:11 MythicalMage wrote:
Did High Templar always have tails from their head?
[image loading]


yes the do. its in the clip BananaCraft
ejac
Profile Blog Joined January 2009
United States1195 Posts
July 11 2010 09:42 GMT
#743
I don't think this was in phase 1, but muta can now kinda attack on the move. Not nearly to the same level of sc1 by any means, but you can get a couple shots off on fleeing muta and what not.
esq>n
Hott
Profile Joined June 2010
United States7 Posts
July 11 2010 09:50 GMT
#744
lol at the icon fail!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-07-11 10:56:52
July 11 2010 10:52 GMT
#745
On July 11 2010 18:42 ejac wrote:
I don't think this was in phase 1, but muta can now kinda attack on the move. Not nearly to the same level of sc1 by any means, but you can get a couple shots off on fleeing muta and what not.


I can confirm this.

Mutalisks now have a damage point of 0 (pretty sure it used to be 0.5 which means it would shoot half-way through its animation or cooldown), which is the same as the reaper and marauder. This means that there is no delay before shooting. Technically you can move while shooting now, but slower deceleration would make it more fluid. Still its better than before.

The problem though is the rate of fire of all the units and stacking making this not as effective as BW, as fleeing often just means mutas getting ass raped by machine guns.

Still I hope my micro project made a difference.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
nuclear_nub
Profile Joined July 2010
65 Posts
July 11 2010 15:17 GMT
#746
Here's kind of a big one; didn't see it mentioned in the OP. There was a pretty big change to what happens if you have a rally point set to a unit, and that unit dies. Prior to Patch 16, your rally point would be set wherever the unit was standing when it died. As of Patch 16, the rally point just disappears.
zJayy962
Profile Blog Joined April 2010
1363 Posts
July 11 2010 15:41 GMT
#747
On July 12 2010 00:17 nuclear_nub wrote:
Here's kind of a big one; didn't see it mentioned in the OP. There was a pretty big change to what happens if you have a rally point set to a unit, and that unit dies. Prior to Patch 16, your rally point would be set wherever the unit was standing when it died. As of Patch 16, the rally point just disappears.


This thread is for unlisted changes. This change is listed in the patch notes good sumaritan.
felizk
Profile Joined April 2010
Denmark8 Posts
Last Edited: 2010-07-11 18:44:56
July 11 2010 18:10 GMT
#748
Bug:
You can NP with Infestor while burrowed.

If you queue up the NP after burrowing, before it is completely burrowed, it will fire when burrowed:

Its a skin condition!
789
Profile Joined October 2009
United States959 Posts
July 11 2010 18:11 GMT
#749
Does it seem like to anyone else that at the score screen for units made they are counting larvae or something weird for zerg? Like in every game I play the zerg has some crazy amount of units made on the score screen that doesn't match what really happened in the game. I don't remember it always being like this.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
felizk
Profile Joined April 2010
Denmark8 Posts
July 11 2010 20:33 GMT
#750
What?!? You can cast FG also with a burrowed infestor!

Its a skin condition!
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-11 20:44:49
July 11 2010 20:42 GMT
#751
On July 12 2010 05:33 felizk wrote:
What?!? You can cast FG also with a burrowed infestor!

http://www.youtube.com/watch?v=uZuiL0mKnq0

Hopefully this makes up for not being able to burrow under FF

I havent see much of infestors though

ALSO : Have the nydus worm exits always stayed if the nydus network is killed?
I lost a game earlier because i didnt know about it -_-
Artillery spawned from the forges of Hell
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-07-11 20:47:04
July 11 2010 20:46 GMT
#752
yea nydus worms are only destroyed if every part of the worm is killed, been like that since implemented ^^ I hope that infestor bug isn't "fixed" now that NP isn't perma.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 11 2010 20:48 GMT
#753
On July 12 2010 05:46 PrinceXizor wrote:
yea nydus worms are only destroyed if every part of the worm is killed, been like that since implemented ^^ I hope that infestor bug isn't "fixed" now that NP isn't perma.

Well that sucks, i expected them to work like the Nydus canal and if you kill the network the entire thing dies

sucks
Artillery spawned from the forges of Hell
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 12 2010 00:59 GMT
#754
Now on the minimap you can see the gaz is take by you opponent after scouted it
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 12 2010 01:02 GMT
#755
ouch, more zerg tears when blizzard fix that parasite/fungal while burrowed bug
MythicalMage
Profile Joined May 2010
1360 Posts
July 12 2010 01:05 GMT
#756
I hope the infestor thing stays. It would be a really cool bug like the Gunz the Duel thing.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 12 2010 01:20 GMT
#757
the infestor thing encourages micro so much because u must be unborrow to make spell then keep the unit selected, really awesome addition. hope they dont consider it a bug an removes it, same with fazing :p
Progamerpls no copy pasterino
nuclear_nub
Profile Joined July 2010
65 Posts
July 12 2010 01:24 GMT
#758
This thread is for unlisted changes. This change is listed in the patch notes good sumaritan.


Is it? The patch notes mention that rally points work as a "move" and not an "attack move" command now, but I didn't see any references to rally points disappearing when the unit that they're linked to is killed. Either I'm just really dense, or there has been an undocumented change (bug?) in addition to the one listed in the notes.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 12 2010 01:47 GMT
#759
On July 12 2010 10:20 MorroW wrote:
the infestor thing encourages micro so much because u must be unborrow to make spell then keep the unit selected, really awesome addition. hope they dont consider it a bug an removes it, same with fazing :p

whats fazing?
ModeratorBlame yourself or God
RandomBS
Profile Joined July 2010
United States130 Posts
July 12 2010 01:51 GMT
#760
On July 12 2010 10:47 Zelniq wrote:
Show nested quote +
On July 12 2010 10:20 MorroW wrote:
the infestor thing encourages micro so much because u must be unborrow to make spell then keep the unit selected, really awesome addition. hope they dont consider it a bug an removes it, same with fazing :p

whats fazing?



http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124
"an intelligent zerg will go 2 hatch, my build was designed to take advantage of that and so lost because he went 3 hatch. going 3 hatch is utterly retarded for the reasons i just explained so yes i did lose because he did something dumb." -idra
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