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UPDATE: Still Unlisted Patch Balance Changes - Page 8

Forum Index > SC2 General
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ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 06:56 GMT
#141
Okay, I'm pretty sure they've changed how medivacs behave when grouped with marines and marauders.

Get an MMM group, and do an attack command on the groups. Medivacs will now actually stay back behind the MM's, but still within healing range. So your medivacs are now actually better protected.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
July 08 2010 07:00 GMT
#142
Maybe it's because I never tried using infested terran much before, but they seem way better now. You can mass them quickly like mules, and even throw them over cliffs if you have vision. One burrowed infestor can make around 8 of them at full energy, and they only take a couple of seconds to hatch. I have a feeling they'll get used a lot more now.
Jaeger
Profile Joined December 2009
United States1150 Posts
July 08 2010 07:05 GMT
#143
Warp Gate's Transform to Gateway ability increased from 3s to 10s
https://www.dotabuff.com/players/8137911
vic_gn
Profile Joined March 2010
Austria50 Posts
Last Edited: 2010-07-08 07:06:20
July 08 2010 07:05 GMT
#144
On July 08 2010 15:48 Bommes wrote:
Show nested quote +
On July 08 2010 15:45 Drimacus wrote:
I've a question, one of the rare listed changes is -> Ultras can no longer be stunned.
Eh, - how can ultras be stunned??! Do they mean slow?!


Thor Ability.
Maybe also Fungal Growth and the Marauder slow, but that's pretty unlikely.


Fungal Growth should still work on Ultras because its not a stun, the ultra still can hit it just can't move
Soulous
Profile Joined April 2010
United States133 Posts
Last Edited: 2010-07-08 07:26:02
July 08 2010 07:10 GMT
#145
On July 08 2010 16:05 vic_gn wrote:
Show nested quote +
On July 08 2010 15:48 Bommes wrote:
On July 08 2010 15:45 Drimacus wrote:
I've a question, one of the rare listed changes is -> Ultras can no longer be stunned.
Eh, - how can ultras be stunned??! Do they mean slow?!


Thor Ability.
Maybe also Fungal Growth and the Marauder slow, but that's pretty unlikely.


Fungal Growth should still work on Ultras because its not a stun, the ultra still can hit it just can't move

Fungal growth only damages Ultras, just checked

Also, psi field looks different now? And did the fungal growth always have that weird vectorish icon?

Some other changes (I think):
Health, shields, and energy are now more pale (?)
Feedback icon (?)
Frenzied Icon on Ultra
New icon on corruption and contaminate (?)
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-08 07:10:27
July 08 2010 07:10 GMT
#146
fuck, repeated something that was in the OP. sorry.
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
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-07-08 07:15:05
July 08 2010 07:13 GMT
#147
Nvm, figured out problem.
#1 Kwanro Fan
SarcasticOne
Profile Joined March 2010
Australia213 Posts
July 08 2010 07:15 GMT
#148
On July 08 2010 16:05 Jaeger wrote:
Warp Gate's Transform to Gateway ability increased from 3s to 10s

just warp gate -> gateway or both directions?
TimeToPractice!
Profile Joined January 2010
United States105 Posts
Last Edited: 2010-07-08 07:22:12
July 08 2010 07:21 GMT
#149
On July 08 2010 15:56 ZealousD wrote:
Okay, I'm pretty sure they've changed how medivacs behave when grouped with marines and marauders.

Get an MMM group, and do an attack command on the groups. Medivacs will now actually stay back behind the MM's, but still within healing range. So your medivacs are now actually better protected.


I sure hope not. Terran shouldn't get auto-micro - the other races have to manage their army positions on their own APM.

Tanks are already super buff now since Blizzard buffed their AI big time with two things: the splash centering (sure, this helped other units as well but most of all the tank - and then they made sure tanks don't over-fire on any unit, which is really what made them balanced in SC1)

Don't need the entire Terran army turning into auto-micro mode.
425-298 cumulative record in the beta. 49-26 record in retail. Account: Practice
superman.
Profile Joined July 2010
65 Posts
July 08 2010 07:26 GMT
#150
On July 08 2010 16:21 TimeToPractice! wrote:
Show nested quote +
On July 08 2010 15:56 ZealousD wrote:
Okay, I'm pretty sure they've changed how medivacs behave when grouped with marines and marauders.

Get an MMM group, and do an attack command on the groups. Medivacs will now actually stay back behind the MM's, but still within healing range. So your medivacs are now actually better protected.


I sure hope not. Terran shouldn't get auto-micro - the other races have to manage their army positions on their own APM.

Tanks are already super buff now since Blizzard buffed their AI big time with two things: the splash centering (sure, this helped other units as well but most of all the tank - and then they made sure tanks don't over-fire on any unit, which is really what made them balanced in SC1)

Don't need the entire Terran army turning into auto-micro mode.


this thread is about unannounced balance changes, not your opinion on terran as a race.

idk if its mentioned yet but marine shield & reaper speed icons both changed.
Andro
Profile Joined June 2007
Canada87 Posts
July 08 2010 07:27 GMT
#151
hallucinated colossus don't break force fields anymore
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
July 08 2010 07:27 GMT
#152
On July 08 2010 16:27 Andro wrote:
hallucinated colossus don't break force fields anymore

lameeeeeeeeeee, that was so cool
for there to be pro there has to be noob.
InTriX
Profile Joined July 2010
United Kingdom149 Posts
Last Edited: 2010-07-08 07:33:07
July 08 2010 07:29 GMT
#153
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.
Life is Not worth Dying for.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 08 2010 07:35 GMT
#154
Can stalkers blink to the cliffs on LT? If they can blink there but not on islands then it's just a range inssue and shouldn't be too problematic. If they can't blink there then that's pretty bad for p.
If you have a good reason to disagree with the above, please tell me. Thank you.
Wormsign
Profile Joined June 2010
United States7 Posts
July 08 2010 07:40 GMT
#155
I just blinked my stalkers to one of the islands on Desert Oasis just fine..>.>
Raikynn
Profile Joined July 2010
41 Posts
July 08 2010 07:43 GMT
#156
does tab still work to cycle through grouped buildings? ie a rax with a lab and reactor?
superman.
Profile Joined July 2010
65 Posts
July 08 2010 07:44 GMT
#157
On July 08 2010 16:43 Raikynn wrote:
does tab still work to cycle through grouped buildings? ie a rax with a lab and reactor?


no
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
July 08 2010 07:44 GMT
#158
Can someone please explain how Stalker blink works? Can I still blink up cliffs normally? Except if the ramp is blocked by rocks? And I can't blink to islands at all? So in fact I can only blink to where there's a way pathable by ground? Can I still blink onto the high ground overlooking a natural on Lost Temple even though there's no ramp?
Raikynn
Profile Joined July 2010
41 Posts
July 08 2010 07:47 GMT
#159
On July 08 2010 16:44 superman. wrote:
Show nested quote +
On July 08 2010 16:43 Raikynn wrote:
does tab still work to cycle through grouped buildings? ie a rax with a lab and reactor?


no


wtf? any idea why?
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
July 08 2010 07:48 GMT
#160
On July 08 2010 16:44 Scorch wrote:
Can someone please explain how Stalker blink works? Can I still blink up cliffs normally? Except if the ramp is blocked by rocks? And I can't blink to islands at all? So in fact I can only blink to where there's a way pathable by ground? Can I still blink onto the high ground overlooking a natural on Lost Temple even though there's no ramp?


I can understand the rocks part, but I do hope you can still blink to islands and high ground. It would greatly limit the mobility of the unit from what it once was if you could not.
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