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UPDATE: Still Unlisted Patch Balance Changes - Page 40

Forum Index > SC2 General
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Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
July 13 2010 14:09 GMT
#781
On July 13 2010 22:23 Liquid`Jinro wrote:
Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.

It was 30 seconds at the end of Beta phase 1.
That boys a monster
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 13 2010 14:22 GMT
#782
On July 13 2010 23:09 Cade)Flayer wrote:
Show nested quote +
On July 13 2010 22:23 Liquid`Jinro wrote:
Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.

It was 30 seconds at the end of Beta phase 1.

10 seconds?
i didnt feel a difference :S

i guess 1 month really kills ur sense of timing huh
Progamerpls no copy pasterino
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 13 2010 14:34 GMT
#783
Both the bunker and barracks build time changes were in place at one point, changed and then now reverted back.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
nuclear_nub
Profile Joined July 2010
65 Posts
July 13 2010 14:54 GMT
#784
On July 13 2010 22:23 Liquid`Jinro wrote:
Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.


It's just you. I mean that literally - Blizz finally nerfed Jinro.
DeckTech
Profile Joined May 2010
Netherlands26 Posts
July 13 2010 15:01 GMT
#785
If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place.
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 13 2010 15:08 GMT
#786
On July 14 2010 00:01 DeckTech wrote:
If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place.


It seemed to be working for me yesterday, I will have to test is again tonight and see if I was wrong
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2010-07-13 15:31:09
July 13 2010 15:30 GMT
#787
Wow the new "bugs" with the burrow cast infestor are quite amazing. Also looks like smart cast doesn't work and each spell can only be cast one at a time. If blizzard keeps it in the game, this will be HUUGGGEE, since it actually makes not using smart cast and microing more effective than using smart cast.
hohoho
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 13 2010 16:22 GMT
#788
i think they should purposely allow infestors to cast their spells while burrowed.
Kill the Deathball
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
July 13 2010 16:30 GMT
#789
cybernetics core always had a research animation in SC2 !!!!
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Lucius2
Profile Joined June 2010
Germany548 Posts
July 13 2010 16:39 GMT
#790
nope
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 13 2010 16:43 GMT
#791
On July 14 2010 00:08 rastaban wrote:
Show nested quote +
On July 14 2010 00:01 DeckTech wrote:
If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place.


It seemed to be working for me yesterday, I will have to test is again tonight and see if I was wrong

Same here, this was for sure working yesterday.

Also I don't understand the issue with smart cast listed above... it is only supposed to cast 1 at a time... that's what smart cast is...
STS17
Profile Joined April 2010
United States1817 Posts
July 13 2010 16:52 GMT
#792
With so many bugs/unlisted changes, has anyone else been holding off for Patch 17 and/or an announcement from Blizzard before playing again?
Platinum Level Terran - Take my advice from that perspective
MythicalMage
Profile Joined May 2010
1360 Posts
July 13 2010 16:52 GMT
#793
On July 13 2010 23:03 Knutzi wrote:
Did they nerf feedback range? i swear they refuse too feedback those ghosts before they get emped/sniped

It was 9 before, and if they nerf it, that's the biggest deal yet.
hypp0crit
Profile Joined April 2010
19 Posts
Last Edited: 2010-07-13 17:02:12
July 13 2010 17:00 GMT
#794
Another change that was unlisted:

In a team game, if one of your teammates leaves the game or is disconnected, the resources mined from that player that left are now split between the remaining teammates. In phase 1, it used to be that the player that left still had their own pool of money that could be used to build stuff by using their buildings, but now that money essentially becomes everyone's money.

This can be exploited in 2v2 maybe (ie. have one player leave the game immediately after starting, which essentially lets you share money at the zero minute mark. Macro up a bunch of drones very quickly and win?)

Oh and also baneling art has changed... it is a lot easier to see what color the baneling is (what player that baneling belongs to).
Hello
KillerPlague
Profile Joined June 2010
United States1386 Posts
July 13 2010 17:05 GMT
#795
^ this has already been mentioned, but i don't blame you for not reading through 40 pages of changes.
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
NATO
Profile Joined April 2010
United States459 Posts
July 13 2010 17:10 GMT
#796
On July 13 2010 23:34 rastaban wrote:
Both the bunker and barracks build time changes were in place at one point, changed and then now reverted back.


This explains why I can't bunker rush a zerg FE anymore.
STS17
Profile Joined April 2010
United States1817 Posts
July 13 2010 18:11 GMT
#797
Why would they even change the bunker build time? It hardly makes sense, bunker rushes for one weren't even that powerful against any player who wasn't AFK when the game started and they were incredibly rare in the first place.

With this change and the zealot change it appears like Blizzard is trying to get rid of all forms early pressure - perhaps we should all 6cc/6hatch/6nexus from now on
Platinum Level Terran - Take my advice from that perspective
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 14 2010 01:54 GMT
#798
I have greatly updated the OP, post patch 17, after testing the changes out myself.
ModeratorBlame yourself or God
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 14 2010 02:28 GMT
#799
this is just going to fall away without anyone reading it unless I bump. my last bump was before it got renamed, so nobody paid attention
ModeratorBlame yourself or God
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 14 2010 02:42 GMT
#800
On July 14 2010 11:28 Zelniq wrote:
this is just going to fall away without anyone reading it unless I bump. my last bump was before it got renamed, so nobody paid attention

Bump.... Bump it up!
But for real, the whole infestor "bug" does not seem like that Huge of a deal. I think the infestor should be able to do all of its spells while burrowed, just limit the range when it is burrowed. That way you can do it from farther if it is vulnerable but to get close is dangerous if the opponent has detection!
"Zerg, so bad it loses to hydras" IdrA.
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