• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:24
CEST 01:24
KST 08:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed10Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Weekly Cups (July 7-13): Classic continues to roll Esports World Cup 2025 - Brackets Revealed
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL BW General Discussion Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 689 users

UPDATE: Still Unlisted Patch Balance Changes

Forum Index > SC2 General
Post a Reply
Normal
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-07-14 20:35:38
July 08 2010 03:36 GMT
#1
This thread used to list the "Unlisted Patch Balance Changes" from the previous patch 16.
But in Patch 17, as you probably know, Blizz undid some of these Unlisted Changes.

  • Many of the following bug fixes were intended for internal testing only, and are now being reverted.
    • 250mm Strike Cannons can no longer deal damage to hidden targets.
    • Barracks build time decreased from 65 to 60 seconds.
    • Bunker build time decreased from 40 to 30 seconds.
    • Canceling morphing Banelings now returns 75% of the cost like other morphing Zerg units.
    • Hellion range reverted from 6 to 5.
    • Reaper build time decreased from 45 to 40 seconds.
    • Zealot build time decreased from 38 to 33 seconds.



However there were many, many more Unlisted Balance Changes that were not addressed in the notes, nor within the game. Here they are, I confirmed these myself:

Blue changes seem likely to be intended for internal purposes only, and should probably be reverted
Green changes are likely intended to remain in the game, but have yet to appear in any patch notes
Red changes are changes they DID revert back in this patch, but were not listed in the notes


Unlisted Balance Changes that still were not reverted in the latest Patch 17, and yet seem likely to be intended for internal testing only, and should probably be reverted:


  1. Neural Parasite lasts about 12-ish in-game seconds.
    Confirmed to still exist in Patch 17

  2. It's easier to completely trap units in Force Fields. IMO it's pretty stupid to completely take units out of the battle so easily with a 50 energy, low tech spammable spell, especially with roaches being unable to burrow underneath.
    All of the units shown in the wireframe panel are completely stuck by Force Fields:
    [image loading]
    Confirmed to still exist in Patch 17

  3. Creep Tumors take 30 seconds before it can create another Creep Tumor, up from 15.
    Confirmed to still exist in Patch 17. Almost certainly not intended, the tooltip says the Cooldown is still 15

  4. If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
    So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.

    On July 09 2010 04:25 DeMusliM wrote:
    the new terran macro is very annoying.
    3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.

    To avoid this problem DeMusliM's describing, you'd have to put Reactor structures and Tech Lab structures on different hotkeys.
    Confirmed to still exist in Patch 17. intended?

  5. There is now a 1 second cooldown for Transfusion from the Queen. (may not sound significant, but you'd be surprised how rapidly you often want to cast it)
    Confirmed to still exist in Patch 17


Unlisted Balance Changes that were not reverted in the latest Patch 17, and also seem likely to be intended to be real patch changes:

  1. Psi storm cooldown decreased from 2.5 seconds to 2 seconds.
    Confirmed to still exist in Patch 17, clearly an intentional change. (tooltip is correctly updated)

  2. Infested Terrans lasts 30 seconds (up from 20).
    Confirmed to still exist in Patch 17, clearly an intentional change, as the tooltip has also been updated

  3. Infested Terran spell can now be cast while Infestor is Burrowed.
    Confirmed to still exist in Patch 17, clearly an intentional change. (ability button appears while burrowed)

  4. Hallucinated Colossi no longer break force fields.
    Confirmed to still exist in Patch 17, most likely an intentional change


  5. Ultras get +2 and +2 vs armored per upgrade, instead of +3 vs armored per upgrade.
    Confirmed to still exist in Patch 17, clearly an intentional change.

  6. Morphing Warpgate to Gateway now takes 10 seconds, instead of 3. The warp-in cooldown is paused when its not in warpgate form. In other words, that old bug is no longer abuseable, to produce units a little faster.
    Confirmed to still exist in Patch 17, most likely an intentional change

  7. Cybernetics Core now has a research animation.
    Confirmed to still exist in Patch 17, clearly an intentional change

  8. Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)
    Confirmed to still exist in Patch 17, clearly an intentional change

  9. Bug? Changelings appear red to opponents after morphing to "blend in" with enemy.
    untested


Unlisted Balance Changes that were reverted in the latest Patch 17
  1. Roaches and infestors can no longer move under Force Fields while burrowed
    Confirmed to have been reverted in Patch 17! clearly intentional


Unlisted, but not balance-related, Changes:

  1. BUG: The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their icons swapped. the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? makes no sense
    + Show Spoiler [image] +

    [image loading] (thanks figq)

    Confirmed to still exist in Patch 17

  2. If you set a rally point on a unit, and if that unit dies, the rally point is reset.
    Confirmed to still exist in Patch 17

  3. Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.
    Confirmed to still exist in Patch 17, clearly an intentional change

  4. You can now view all the units inside the Nydus Network, rather than just the "first page" of units. (This allows you to pick and choose certain units to unload
    Confirmed to still exist in Patch 17, clearly an intentional change

  5. If you tell your transports to Unload, only the transports with cargo inside will move, the rest will ignore it
    Confirmed to still exist in Patch 17, clearly an intentional change

  6. The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around) is now a toggle-able ability. ie: you don't have to press it every time you give the Ghost another command.
    Confirmed to still exist in Patch 17, clearly an intentional change

  7. Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)
    untested
  8. Larvae no longer count as a Unit (doesn't show up in the Unit display tab while watching replays or Observing)
    untested
  9. Critters now roam the maps. And go poof if they're clicked on too much
    untested
  10. Attack Cooldown values listed in tooltips, when mousing over weapons.

  11. Flying units moving/turning, and overlords generating creep, no longer make my ears bleed

  12. Several graphical additions/tweaks/changes. Units unloading from Medivacs got a new, cool animation. Xel'naga towers showing as an eye on a minimap

  13. Bnet bug: Despite it saying there are 2 placement matches to play, there are really 5 before you are placed.

ModeratorBlame yourself or God
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-07-08 03:41:59
July 08 2010 03:40 GMT
#2
Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

i extracted the minimap .tga picture this morning and now i have looked on starcraft 2 in join game menu and its confirmed.

I WASSS RIGHT !
someone_elses_lies@live.fr
Smurfz
Profile Joined May 2008
United States327 Posts
July 08 2010 03:41 GMT
#3
Cast while burrowed!? This could be pretty interesting.
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
July 08 2010 03:42 GMT
#4
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...
( ・´ー・`)
vyyye
Profile Joined July 2010
Sweden3917 Posts
July 08 2010 03:44 GMT
#5
On July 08 2010 12:36 Zelniq wrote:
Overlord Generate Creep sound effect seems much quieter

Thank you, Blizzard.

I also like the Infested Terran change, burrowing infestors will be a brilliant mineral harass before turrets/cannons/overseers start popping up everywhere.
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:44 GMT
#6
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-07-08 03:45:20
July 08 2010 03:44 GMT
#7
Ultralisks now have lazer beams coming out of their ass.

Oh wait, EU servers are down!

But scary thing, with the infestors.. I gotta check it out.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Rhyme
Profile Joined May 2010
United States1069 Posts
July 08 2010 03:45 GMT
#8
Neural Parasite lasts about 12-ish in-game seconds.


that's going to make earning the "warp in a zealot as zerg in a melee game" achievement pretty tricky...

or does melee include non-ladder games too?
dont ever say that
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 03:46 GMT
#9
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.
CScythe
Profile Joined June 2009
Canada810 Posts
July 08 2010 03:46 GMT
#10
The most important change of all: the match countdown beep sound is different.
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 03:46 GMT
#11
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
torm
Profile Joined May 2010
Canada274 Posts
July 08 2010 03:48 GMT
#12
they also added sounds to units that have been neural parasited, i.e. SCV says robotic phrases such as "awaiting directive", what i mean is the voice implies that the SCV is in fact being controlled.
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 03:48 GMT
#13
On July 08 2010 12:46 DeCoup wrote:
Show nested quote +
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 08 2010 03:48 GMT
#14
The dropship moving to unit thing is greaaat.
Toobz
Profile Joined May 2010
United States88 Posts
July 08 2010 03:49 GMT
#15
Overlord speed cost is back to 100/100
Its pretty alright
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-07-08 03:52:29
July 08 2010 03:49 GMT
#16
On July 08 2010 12:46 Sputty wrote:
Show nested quote +
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.

On July 08 2010 12:48 Sputty wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying

i know how is used to work... but we cant tab from techlab -> reactor -> no add-on now?
that means we almost need to have all tech labs in one group, reactors/no addons in another...
sounds like this forces us to build marauders/ghosts first, else they get built behind marines...
SpiDaH
Profile Joined March 2010
France198 Posts
July 08 2010 03:50 GMT
#17
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


wait what? WHAT ? but my queen is on control f5, what the fuck man!
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
July 08 2010 03:50 GMT
#18
can't you just hotkey buildings with different addons seperately? How awkward can it get... its still going to be 100x easier than bw
Long live BroodWar!
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-07-08 03:51:00
July 08 2010 03:50 GMT
#19
Banelings were +2 (+2 light) per upgrade, for a total of +4 vs light. Are they now +2 (+4 vs light) for a total of +6 or +0 (+4 light)?
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 08 2010 03:50 GMT
#20
Wait, did neural parasite just get a huge nerf?
DM20
Profile Joined September 2008
Canada544 Posts
Last Edited: 2010-07-08 03:54:05
July 08 2010 03:51 GMT
#21
On July 08 2010 12:46 DeCoup wrote:
Show nested quote +
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-07-08 03:52:28
July 08 2010 03:52 GMT
#22
Oh the map who were renamed have also some slight changes... a lot of new animal and doodad on the map to make them look better... but its still the same map.
someone_elses_lies@live.fr
torm
Profile Joined May 2010
Canada274 Posts
July 08 2010 03:52 GMT
#23
On July 08 2010 12:50 Subversion wrote:
Wait, did neural parasite just get a huge nerf?


a nerf yes, however not necessarily a HUGE nerf. it just means that its not an instant GG if you neural parasite 10 thors.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 03:52 GMT
#24
On July 08 2010 12:50 koppik wrote:
Banelings were +2 (+2 light) per upgrade, for a total of +4 vs light. Are they now +2 (+4 vs light) for a total of +6 or +0 (+4 light)?

oh they got the bonus from nonlight? ya then it's the same as before:

+2 (+2 light) (meaning a total of +4 to light per upgrade)
ModeratorBlame yourself or God
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 08 2010 03:53 GMT
#25
On July 08 2010 12:49 Toobz wrote:
Overlord speed cost is back to 100/100


Wasn't it 100/100 patch 15?
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 03:53 GMT
#26
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
July 08 2010 03:55 GMT
#27
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:55 GMT
#28
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.


but say you want to build only marines out of your reactor you can't go aaaa you have to select the reactor raxes themselves or settle for no tech lab production
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-07-08 03:59:19
July 08 2010 03:56 GMT
#29
On July 08 2010 12:51 DM20 wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
On July 08 2010 12:55 floor exercise wrote:
Show nested quote +
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs
_`HypeRnoN`
Profile Joined May 2009
Canada23 Posts
July 08 2010 03:56 GMT
#30
why don't they just make reactors have priority making marines, as in reactors will always fill up to making 2 marines before it tries to make a marine in another barracks.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 08 2010 03:56 GMT
#31
On July 08 2010 12:52 torm wrote:
Show nested quote +
On July 08 2010 12:50 Subversion wrote:
Wait, did neural parasite just get a huge nerf?


a nerf yes, however not necessarily a HUGE nerf. it just means that its not an instant GG if you neural parasite 10 thors.



It is a HUGE nerf because normally I had like 1-4 units after the fight when i used NP in the right situations. I don't want to cry about this but the thing that really makes me angry is that this is not in the patchchanges -.-

Guess my signature will stay for a while...
Zerg - because Browders sons hate 'em
eLiE
Profile Blog Joined April 2010
Canada1039 Posts
Last Edited: 2010-07-08 04:03:41
July 08 2010 03:57 GMT
#32
is it just me, or do creep tumors spread creep a shitload faster?


Edit:

i was mistaken, it was just a modification of the build order tester. but i'm loving the graphical updates, being the graphics whore that i am. for one, the zerg buildings are integrated into the creep and morph more naturally, and now i must go to bed. more fun tomorrow.
How's the weather down there?
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:57 GMT
#33
On July 08 2010 12:56 _`HypeRnoN` wrote:
why don't they just make reactors have priority making marines, as in reactors will always fill up to making 2 marines before it tries to make a marine in another barracks.


It's a really convoluted system and just adding back in the tab would require less work on both sides.
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 03:58 GMT
#34
Critters are back! I just killed a bear at steppes of war.
PanoRaMa
Profile Blog Joined June 2003
United States5069 Posts
July 08 2010 03:59 GMT
#35
I think Roach Speed was 100/100 prepatch? It's 150/150 now
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 04:00 GMT
#36
Lol, neural parasite. That's pretty huge.

Ultralisk buff so now it actually works, but infestor....

Come on : /
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
Fizzle
Profile Joined June 2010
Australia2 Posts
July 08 2010 04:04 GMT
#37
With regards to Terran changes, can you just build Tech lab stuff first and marines last? Get in the habit of doing marauders and ghosts before spamming AAAA. I actually wanted this change when playing Terran.
Scientia
Profile Joined June 2010
Canada31 Posts
Last Edited: 2010-07-08 04:07:51
July 08 2010 04:05 GMT
#38
On July 08 2010 12:58 theDragoon wrote:
Critters are back! I just killed a bear at steppes of war.


I missed them.
terrOne
Profile Joined September 2009
Italy172 Posts
July 08 2010 04:06 GMT
#39
On July 08 2010 12:56 SarcasticOne wrote:
Show nested quote +
On July 08 2010 12:51 DM20 wrote:
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
Show nested quote +
On July 08 2010 12:55 floor exercise wrote:
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs



So if I'm getting this right you are going to be punished if you queue? sounds great to me
HeLL yeah!
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-07-08 04:12:16
July 08 2010 04:06 GMT
#40
weapon speed is now listed under unit stats. Not balance related but an interesting change

edit: No blinking up destructible rocks
Uhh Negative
Profile Joined May 2010
United States1090 Posts
July 08 2010 04:06 GMT
#41
overseers have corruption ability on buildings again.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:08 GMT
#42
? didnt they always have that ability
ModeratorBlame yourself or God
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 04:08 GMT
#43
On July 08 2010 13:04 Fizzle wrote:
With regards to Terran changes, can you just build Tech lab stuff first and marines last? Get in the habit of doing marauders and ghosts before spamming AAAA. I actually wanted this change when playing Terran.


Most of the time the production cycles of your gas and mineral units don't line up.
Fumble
Profile Joined May 2010
156 Posts
July 08 2010 04:09 GMT
#44
Man thats a huge nerf to infestors, I have no idea why taht wouldnt be included in patch changes. Same with the 150/150 roach speed upgrade now if thats true. Can anyone else confirm this?
silverwind
Profile Joined August 2009
Canada40 Posts
July 08 2010 04:13 GMT
#45
They changed the MBS and it seems to select every building in your hotkey at once now, regardless of type where you could tab through different ones before.
Cynoks
Profile Joined May 2010
United States87 Posts
July 08 2010 04:15 GMT
#46
Roach Speed Upgrade costs 150/150, up from 100/100 (unconfirmed)


Almost positive that isn't true, they just switched the icons around for speed and burrow move.
OverSight
Profile Joined June 2010
United States104 Posts
July 08 2010 04:16 GMT
#47
Thanks Zelniq
I have learned and I will thusly crush people. -Day[9]
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 08 2010 04:18 GMT
#48
Oh god ok I actually found something that is balance related.
I'm sure you all have seen this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124
Well now it works with charged void rays
alexanderzero
Profile Joined June 2008
United States659 Posts
Last Edited: 2010-07-08 04:18:26
July 08 2010 04:18 GMT
#49
Sorry posted in wrong thread.
I am a tournament organizazer.
angelicfolly
Profile Joined June 2010
United States292 Posts
Last Edited: 2010-07-08 04:20:17
July 08 2010 04:19 GMT
#50
helped out to late,

He realized it was the wrong thread.
Tozar
Profile Blog Joined March 2007
United States245 Posts
July 08 2010 04:19 GMT
#51
Stalkers can no longer blink up cliffs blocked by rocks.
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 04:20 GMT
#52
On July 08 2010 13:19 Tozar wrote:
Stalkers can no longer blink up cliffs blocked by rocks.

ah good. This was a shitty bug.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
baconbits
Profile Joined April 2010
United States419 Posts
July 08 2010 04:20 GMT
#53
*unconfirmed* but noticing something odd..

14 extractor 14 pool, saturating extractor soon as its up, would give 100 gas RIGHT as pool finishes, in phase 1.

Phase 2, tried it 3 times now, and every time I have 88 gas instead of 100 when the pool finishes. So either the pool is finishing faster or SOMETHING is off.
angelicfolly
Profile Joined June 2010
United States292 Posts
July 08 2010 04:21 GMT
#54
Tozar,

Can they still do their way point mass blink move?

I haven't tried yet.
vyyye
Profile Joined July 2010
Sweden3917 Posts
July 08 2010 04:21 GMT
#55
On July 08 2010 13:18 kNyTTyM wrote:
Oh god ok I actually found something that is balance related.
I'm sure you all have seen this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124
Well now it works with charged void rays

Oh shit. Have to try that.
junemermaid
Profile Joined September 2006
United States981 Posts
July 08 2010 04:21 GMT
#56
Additional things I noticed:

They switched the tunneling claws & glial reconstitution upgrade pictures.
Energy is now purple in the wireframe
Shields are now blue on the wireframe
hotkey bar are easier to see / visualize

The blood, death, and unit animations look more crisp
the UMP says YER OUT
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:21 GMT
#57

Roach Speed Upgrade costs 150/150, up from 100/100 (unconfirmed) DISREGARD. Confirmed that Roach upgrades have not changed this patch, it's still 100/100. Tunneling Claws is 150/150 still as well.
ModeratorBlame yourself or God
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
July 08 2010 04:21 GMT
#58
did the shield upgrade for marine costed 50/50 before ? now is 100/100 ... but i'm not sure cz i don't remember from phase 1.

oh and queue for terran barracks sucks... it doesnt make 2 marines from the same build if u have a reactor on it...
In the beginning there was nothing... and then exploded
virgozero
Profile Joined May 2010
Canada412 Posts
July 08 2010 04:22 GMT
#59
chrono boost sign changed
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:23 GMT
#60
can anyone confirm the baneling damage upgrade?

was it always +4 total damage per upgrade vs LIGHT units?
ModeratorBlame yourself or God
Megaman703
Profile Blog Joined September 2009
Canada688 Posts
July 08 2010 04:23 GMT
#61
Not a balance change, but replay speeds are now x2, x4, and x8.

No x16
AleC
Profile Joined December 2009
332 Posts
July 08 2010 04:24 GMT
#62
all (except stimpack's) pictures in tech labs have changed
and when medivacs drop units, you can literally see the units fall out and bounce kinda, its awesome ^^
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 08 2010 04:25 GMT
#63
On July 08 2010 13:22 virgozero wrote:
chrono boost sign changed

CHEERS!!

oh and the infestor thing is stupid, at least i can start spamming infested terran while burrowed.
"Zerg, so bad it loses to hydras" IdrA.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:26 GMT
#64
there was never a x16 replay speed
ModeratorBlame yourself or God
teamsolid
Profile Joined October 2007
Canada3668 Posts
July 08 2010 04:26 GMT
#65
On July 08 2010 12:58 theDragoon wrote:
Critters are back! I just killed a bear at steppes of war.

Panda bear guy!
torm
Profile Joined May 2010
Canada274 Posts
July 08 2010 04:28 GMT
#66
+ Show Spoiler +
On July 08 2010 13:20 baconbits wrote:
*unconfirmed* but noticing something odd..

14 extractor 14 pool, saturating extractor soon as its up, would give 100 gas RIGHT as pool finishes, in phase 1.

Phase 2, tried it 3 times now, and every time I have 88 gas instead of 100 when the pool finishes. So either the pool is finishing faster or SOMETHING is off.


is anyone else experiencing something similar to this? i've been feeling very gas starved in the few games i've played and i dont know if it's because i'm rusty or if its related to this.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 08 2010 04:28 GMT
#67
Please tell me Zerg is no longer stuck with the Overlord portrait for structures....
Zerg - because Browders sons hate 'em
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 04:28 GMT
#68
On July 08 2010 13:26 Zelniq wrote:
there was never a x16 replay speed

I think he meant no x6 now. Max speed is now x8 instead and x6 is gone?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Megaman703
Profile Blog Joined September 2009
Canada688 Posts
July 08 2010 04:29 GMT
#69
Wasn't there a x16 in BW?
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
July 08 2010 04:29 GMT
#70
Critters! YES! I cannot wait to play
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 04:29 GMT
#71
On July 08 2010 13:21 vyyye wrote:
Show nested quote +
On July 08 2010 13:18 kNyTTyM wrote:
Oh god ok I actually found something that is balance related.
I'm sure you all have seen this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124
Well now it works with charged void rays

Oh shit. Have to try that.

Couldn't they always do that?
Stripes
Profile Joined May 2010
Australia57 Posts
July 08 2010 04:30 GMT
#72
They best part is them having 2x now!
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 04:30 GMT
#73
Glad about the burrowed attack - at least something similar to lurkers.
On July 08 2010 12:36 Zelniq wrote:
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.
It was like that before too.
On July 08 2010 12:48 torm wrote:
they also added sounds to units that have been neural parasited, i.e. SCV says robotic phrases such as "awaiting directive", what i mean is the voice implies that the SCV is in fact being controlled.
They had special sounds before too. (not sure if they have changed them)
If you stand next to my head, you can hear the ocean. - Day[9]
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 08 2010 04:30 GMT
#74
Changelings change shape but not color. I would think thats a bug because it would be pretty stupid. I was green on my screen, opponent dropped changeling, turned into red marine.

#1 Kwanro Fan
Uhh Negative
Profile Joined May 2010
United States1090 Posts
July 08 2010 04:31 GMT
#75
On July 08 2010 13:08 Zelniq wrote:
? didnt they always have that ability

I could've sworn they didn't. Guess it's been a long time since I've played so I forget. Anyway, the icons for the spells have changed such as fungal growth.

Also, they switched icons for roach speed and roach move while burrowed upgrade.
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 04:32 GMT
#76
On July 08 2010 13:30 Bosu wrote:
Changelings change shape but not color. I would think thats a bug because it would be pretty stupid. I was green on my screen, opponent dropped changeling, turned into red marine.


I think you see them as the odd color but your opponent sees them the same as their units.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Trebis
Profile Joined March 2010
United States182 Posts
July 08 2010 04:34 GMT
#77
Some of the icons for barrack's tech lab upgrades have been tweaked.
Are your friends all noobs? Send them to SC2 Noob School! www.youtube.com/sc2noobschool
DrivE
Profile Blog Joined January 2010
United States2554 Posts
July 08 2010 04:35 GMT
#78
On July 08 2010 13:29 Megaman703 wrote:
Wasn't there a x16 in BW?

Yes, there was.
LUCK IS NO EXCUSE
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:36 GMT
#79
On July 08 2010 13:30 figq wrote:
Glad about the burrowed attack - at least something similar to lurkers.
Show nested quote +
On July 08 2010 12:36 Zelniq wrote:
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.
It was like that before too.



I don't believe it was like this before
ModeratorBlame yourself or God
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 08 2010 04:38 GMT
#80
On July 08 2010 13:29 Piski wrote:
Show nested quote +
On July 08 2010 13:21 vyyye wrote:
On July 08 2010 13:18 kNyTTyM wrote:
Oh god ok I actually found something that is balance related.
I'm sure you all have seen this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124
Well now it works with charged void rays

Oh shit. Have to try that.

Couldn't they always do that?


The base attack void ray could because the damage was front loaded meaning once the animation starts it does admage. This wasn't the case with a charged void ray. Now though you are able to faze (the alternating attack micro) with a charged void ray.
Merikh
Profile Blog Joined June 2010
United States918 Posts
July 08 2010 04:39 GMT
#81
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.


It always did it.
G4MR | I mod day9, djwheat and GLHF's stream
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-08 04:41:52
July 08 2010 04:40 GMT
#82
On July 08 2010 13:36 Zelniq wrote:
Show nested quote +
On July 08 2010 13:30 figq wrote:
Glad about the burrowed attack - at least something similar to lurkers.
On July 08 2010 12:36 Zelniq wrote:
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.
It was like that before too.



I don't believe it was like this before
Maybe it required the ships and army to be selected to the same group, but still could achieve this effect for sure. If you mean now ships move towards, without having them selected, that's cool. (i'm not that sure about whether this one was or wasn't like that before, so I'll take your word for it)
If you stand next to my head, you can hear the ocean. - Day[9]
baconbits
Profile Joined April 2010
United States419 Posts
July 08 2010 04:41 GMT
#83
On July 08 2010 13:28 torm wrote:
+ Show Spoiler +
On July 08 2010 13:20 baconbits wrote:
*unconfirmed* but noticing something odd..

14 extractor 14 pool, saturating extractor soon as its up, would give 100 gas RIGHT as pool finishes, in phase 1.

Phase 2, tried it 3 times now, and every time I have 88 gas instead of 100 when the pool finishes. So either the pool is finishing faster or SOMETHING is off.


is anyone else experiencing something similar to this? i've been feeling very gas starved in the few games i've played and i dont know if it's because i'm rusty or if its related to this.



Something definately changed... wish old replays worked so I could compare the timings >< its driving me NUTS though

build just isn't as smooth
NitroN7
Profile Joined May 2010
Canada18 Posts
July 08 2010 04:46 GMT
#84
On July 08 2010 13:06 .AbrHAm wrote:
Show nested quote +
On July 08 2010 12:56 SarcasticOne wrote:
On July 08 2010 12:51 DM20 wrote:
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
On July 08 2010 12:55 floor exercise wrote:
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs



So if I'm getting this right you are going to be punished if you queue? sounds great to me


Cept with 4 rax, aaaadd isn't queueing. All units are being produced.
I play Terran for the music.
RSBlue
Profile Joined May 2010
Australia3 Posts
July 08 2010 04:47 GMT
#85
Hmmmm... Cybernetics Core now has a research animation.
"I love it when I see two guys holding hands walking down the street, means two more girls for me." - on gay marriage in Australia
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:48 GMT
#86
On July 08 2010 13:40 figq wrote:
Show nested quote +
On July 08 2010 13:36 Zelniq wrote:
On July 08 2010 13:30 figq wrote:
Glad about the burrowed attack - at least something similar to lurkers.
On July 08 2010 12:36 Zelniq wrote:
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.
It was like that before too.



I don't believe it was like this before
Maybe it required the ships and army to be selected to the same group, but still could achieve this effect for sure. If you mean now ships move towards, without having them selected, that's cool. (i'm not that sure about whether this one was or wasn't like that before, so I'll take your word for it)

ya i mean you only have the ground units selected, then right click an overlord and before the overlord would just sit there and units would walk to it in order to load. now both move close to each other until they can load
ModeratorBlame yourself or God
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
July 08 2010 04:52 GMT
#87
replays speed is now normal-faster-x2-x4-x8
ur pro or ur noob , thats life
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 04:57 GMT
#88
On July 08 2010 13:40 figq wrote:
Show nested quote +
On July 08 2010 13:36 Zelniq wrote:
On July 08 2010 13:30 figq wrote:
Glad about the burrowed attack - at least something similar to lurkers.
On July 08 2010 12:36 Zelniq wrote:
Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.
It was like that before too.



I don't believe it was like this before
Maybe it required the ships and army to be selected to the same group, but still could achieve this effect for sure. If you mean now ships move towards, without having them selected, that's cool. (i'm not that sure about whether this one was or wasn't like that before, so I'll take your word for it)

ya i mean you only have the ground units selected, then right click an overlord and before the overlord would just sit there and units would walk to it in order to load. now both move close to each other until they can load
ModeratorBlame yourself or God
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
July 08 2010 05:02 GMT
#89
I really like all these changes
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
Last Edited: 2010-07-08 05:12:22
July 08 2010 05:11 GMT
#90
...is it me or

Does Stalker do ****ing 14+ damage to armored units? I recalled it was +4 bonus damage, not 14
Aiyeeeee
KillerPlague
Profile Joined June 2010
United States1386 Posts
July 08 2010 05:12 GMT
#91
sc2 map editor icon has changed as well
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
KillerPlague
Profile Joined June 2010
United States1386 Posts
July 08 2010 05:13 GMT
#92
wowowww i'm pretty sure it was +4 as well hahaha i want to mass stalkers now!
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Poyo
Profile Joined June 2010
Canada790 Posts
July 08 2010 05:13 GMT
#93
Crono boost icon changed!!! :D
Poyo! poyo! poyo! poyo! poyo!
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 08 2010 05:15 GMT
#94
On July 08 2010 13:32 DeCoup wrote:
Show nested quote +
On July 08 2010 13:30 Bosu wrote:
Changelings change shape but not color. I would think thats a bug because it would be pretty stupid. I was green on my screen, opponent dropped changeling, turned into red marine.


I think you see them as the odd color but your opponent sees them the same as their units.


No. My opponent used it and I saw it as his color. I was playing terran.
#1 Kwanro Fan
Uranium
Profile Blog Joined May 2010
United States1077 Posts
Last Edited: 2010-07-08 05:22:11
July 08 2010 05:20 GMT
#95
On July 08 2010 14:11 MiyaviTeddy wrote:
...is it me or

Does Stalker do ****ing 14+ damage to armored units? I recalled it was +4 bonus damage, not 14

Yes stalkers used to do 10 +4 armored... Are they doing 14 +4 now? That's a pretty nice buff.

Or are you saying 10 +14? Huh? I wish I could get in to a game right now...



Also the burrowed Infested Terran thing is gonna be fricking AWESOME for harassment. :D
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
July 08 2010 05:25 GMT
#96
http://i31.tinypic.com/309ms75.jpg

Dude
facking
GG.
Aiyeeeee
Fates
Profile Joined June 2010
United States91 Posts
July 08 2010 05:26 GMT
#97
On July 08 2010 14:25 MiyaviTeddy wrote:
http://i31.tinypic.com/309ms75.jpg

Dude
facking
GG.


Oh my...

That is insane.

Mass stalkers ftw?
galefrost
Profile Joined May 2010
United States38 Posts
Last Edited: 2010-07-08 05:28:26
July 08 2010 05:27 GMT
#98
If I remember correctly, there was a change in the display a few patches ago that modified it so that two numbers would show up, instead of one number and a bonus damage number attached to it. Thus, it'd be something like
Damage - 10
vs. Armored - 14,
instead of
Damage - 10 (+4 vs. armored).

I'd imagine that this is where the confusion is coming from.

Edit: Saw your pic. This is just a change is the way the information is displayed, as I said above. The damage listing versus armored units is not bonus damage on top of the normal value, but the total damage versus those units. It's just a different way of expressing 10 + 4.
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-07-08 05:27:49
July 08 2010 05:27 GMT
#99
On July 08 2010 14:25 MiyaviTeddy wrote:
http://i31.tinypic.com/309ms75.jpg

Dude
facking
GG.


Let me just clear this up right now.

The stalker does 10 damage to light units. It does 14 damage to armored units.

It is still 10 (+4 to armored) damage.

[edit] got beat to it.
Khrane
Profile Joined April 2010
United States127 Posts
July 08 2010 05:27 GMT
#100
Yeah, they changed that in phase one. Against regular they do 10, against armored, they do 14. Not 24 against armored.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 08 2010 05:28 GMT
#101
On July 08 2010 14:27 galefrost wrote:
If I remember correctly, there was a change in the display a few patches ago that modified it so that two numbers would show up, instead of one number and a bonus damage number attached to it. Thus, it'd be something like
Damage - 10
vs. Armored - 14,
instead of
Damage - 10 (+4 vs. armored).

I'd imagine that this is where the confusion is coming from.


I think you are probably right. There is no way they would make stalkers do 14 more damage vs armored.
#1 Kwanro Fan
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
July 08 2010 05:30 GMT
#102
On July 08 2010 14:27 galefrost wrote:
If I remember correctly, there was a change in the display a few patches ago that modified it so that two numbers would show up, instead of one number and a bonus damage number attached to it. Thus, it'd be something like
Damage - 10
vs. Armored - 14,
instead of
Damage - 10 (+4 vs. armored).

I'd imagine that this is where the confusion is coming from.

Edit: Saw your pic. This is just a change is the way the information is displayed, as I said above. The damage listing versus armored units is not bonus damage on top of the normal value, but the total damage versus those units. It's just a different way of expressing 10 + 4.


Jesus christ, the patchnotes didn't tell us anything. Imagine the kind of shit that could happen (or should happen)

thanks for clearing it up plus anyone else
Aiyeeeee
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-07-08 05:37:53
July 08 2010 05:34 GMT
#103
On July 08 2010 13:46 NitroN7 wrote:
Show nested quote +
On July 08 2010 13:06 .AbrHAm wrote:
On July 08 2010 12:56 SarcasticOne wrote:
On July 08 2010 12:51 DM20 wrote:
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories

well, that's just crap...
On July 08 2010 12:55 floor exercise wrote:
On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

it's not an improvement because once you queue marines in the reactor barracks, it will start queuing them in your tech lab barracks if you build too many marines for your reactors or if you don't time it perfectly.

It's really quite awful actually

with the aaaaadd, it sounds like you'll be building a marine in each rax+tech lab, then 1 marine in each rax+reactor, then 1 in the barracks (no add on), followed by 2 marauders queued up behind the marines in the rax+tech labs



So if I'm getting this right you are going to be punished if you queue? sounds great to me


Cept with 4 rax, aaaadd isn't queueing. All units are being produced.

it was 5 rax, 2 with tech labs, 2 with reactors, 1 plain rax

and, the difference is you now have to do ddaaaaa to get them all out at once, but if you do aaaaadd it spits out 5 marines (one from each of the barracks), and THEN builds 2 marauders

before you used to do dd-tab-aaaa-tab-a, if they're going to do it this way, they need to make it so marines get preference to be built in open slots in non-techlab barracks first such that aadadaa gives the same as aaaaadd and ddaaaaa that's my opinion anyways
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 05:35 GMT
#104
Anyone know where replays are saved now?
Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 08 2010 05:39 GMT
#105
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
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
goofoffjw
Profile Joined June 2010
United States20 Posts
July 08 2010 05:41 GMT
#106
Oh wow, so no more blinking to islands?
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 08 2010 05:41 GMT
#107
Confirmed: Spawning Pool's building time is now 60 seconds (hence some of you may be seeing 88 gas instead of 100 gas when going 14gas/14pool since I did that too).
ComusLoM
Profile Blog Joined October 2009
Norway3547 Posts
July 08 2010 05:44 GMT
#108
If that stalker nerf is true, blink has basically become useless.
"The White Woman Speaks in Tongues That Are All Lies" - Incontrol; Member #37 of the Chill Fanclub
theDragoon
Profile Joined June 2010
Canada307 Posts
Last Edited: 2010-07-08 05:46:18
July 08 2010 05:45 GMT
#109
Why the hell did they not tell us all this on the patch notes. I understand not including visual updates or tooltip updates but these are pretty significant changes.

2v2 partner tried blinking into LT island, didn't work for him. This is a pretty big nerf...
ComusLoM
Profile Blog Joined October 2009
Norway3547 Posts
July 08 2010 05:48 GMT
#110
Protoss basically lost their entire backbone army versatility in one foul sweep. I really hope it's just a bug.
"The White Woman Speaks in Tongues That Are All Lies" - Incontrol; Member #37 of the Chill Fanclub
AncienTs
Profile Joined March 2010
Japan227 Posts
July 08 2010 05:51 GMT
#111
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


agreed T-T
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-08 05:53:21
July 08 2010 05:51 GMT
#112
In relation to the larva, larva are now an entirely new object.

I.e., "items", "units", "destructibles"...there is now a "larva" class.

There is also a "Swarm" class as well.

(From browsing the MPQ files.)

On July 08 2010 14:48 ComusLoM wrote:
Protoss basically lost their entire backbone army versatility in one foul sweep. I really hope it's just a bug.


Because you can't glitch stalkers...? or what.
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
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 08 2010 05:52 GMT
#113
On July 08 2010 14:48 ComusLoM wrote:
Protoss basically lost their entire backbone army versatility in one foul sweep. I really hope it's just a bug.

That is going a little bit overboard, dont ya thing??
"Zerg, so bad it loses to hydras" IdrA.
Trion
Profile Joined June 2010
Canada291 Posts
July 08 2010 05:53 GMT
#114
On July 08 2010 12:50 SpiDaH wrote:
Show nested quote +
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


wait what? WHAT ? but my queen is on control f5, what the fuck man!


I think you have screen lock mixed up with control groups...

Ctrl F5 then pushing the F5 button would bring the screen back to where it was when you initially did Ctrl5. Apparently its now moved to F8-12
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 05:54 GMT
#115

On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


This will be the first thing I rekey.

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
qoolqop
Profile Joined June 2009
Sweden71 Posts
July 08 2010 05:56 GMT
#116
this stalker blink glitch was one of those glitches that made the game good.. sigh
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-07-08 06:00:45
July 08 2010 05:56 GMT
#117
On July 08 2010 14:54 InfiniteIce wrote:

Show nested quote +
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


This will be the first thing I rekey.



worse. f9 f10 f11 doesnt work. .... cuz guess whats already preset on them! :D
Auronz
Profile Joined April 2010
Brazil119 Posts
July 08 2010 05:57 GMT
#118
So... Because Toss can't blink to islands which are only present in a few maps and not really a thing most people like they lost their flavor entirely? I thought there was more about Protoss lol.
AncienTs
Profile Joined March 2010
Japan227 Posts
July 08 2010 05:58 GMT
#119
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


Wait.. you lost the game just because he lifted to island and you couldn't blink after him. I find that hard to believe.

On July 08 2010 14:48 ComusLoM wrote:
Protoss basically lost their entire backbone army versatility in one foul sweep. I really hope it's just a bug.


??? Personally I don't think it's a big deal... I'm sure many others would agree =/
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
July 08 2010 06:02 GMT
#120
On July 08 2010 14:56 firebound12 wrote:
Show nested quote +
On July 08 2010 14:54 InfiniteIce wrote:

On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


This will be the first thing I rekey.



worse. f9 f10 f11 doesnt work. .... cuz guess whats already preset on them! :D

LOL yea i noticed that too

Opens up a fucking window when i press f9, havn't tried f10-12
( ・´ー・`)
Canukian
Profile Joined March 2010
Canada69 Posts
July 08 2010 06:02 GMT
#121
I dont play protoss too much or use blink too much, but wtf? Bring it back like it was please.
SC1 - Horrible, SC2beta - im less bad
Trion
Profile Joined June 2010
Canada291 Posts
July 08 2010 06:05 GMT
#122
On July 08 2010 15:02 prototype. wrote:
Show nested quote +
On July 08 2010 14:56 firebound12 wrote:
On July 08 2010 14:54 InfiniteIce wrote:

On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


This will be the first thing I rekey.



worse. f9 f10 f11 doesnt work. .... cuz guess whats already preset on them! :D

LOL yea i noticed that too

Opens up a fucking window when i press f9, havn't tried f10-12


Well I know F10 is menu. If F9 is help menu and F11 is options, not sure what F12 could be. I must be forgetting a menu

np.Resuscitate
Profile Joined April 2010
United States60 Posts
July 08 2010 06:07 GMT
#123
New contaminate animation, new "we require more minerals" voice over for zerg (thank you jesus...) and when you beat an AI, when it says GG, a new interface window appears in which you can accept the computer's surrender.
The Overmind thinks I require more minerals... I would like a loan.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 08 2010 06:10 GMT
#124
Good use of blink stalkers was one of the coolest things to see. Marauders and just about anything zerg not-named roach made going mass-stalker risky enough. =/ Oh well.
DIMAGA
Profile Joined June 2004
Ukraine38 Posts
July 08 2010 06:14 GMT
#125
joke with burrowed roaches ......... how we must counter now a mass fields in mid game ??? ULTRA!?
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
July 08 2010 06:15 GMT
#126
CONFIRMED:

You CAN'T blink stalkers to island in scrap station.

You CAN blink stalkers to island in lost temple but only BARELY can do it.
(Like can teleport it only by one by one).
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
Last Edited: 2010-07-08 06:20:08
July 08 2010 06:16 GMT
#127
I just don't get it.

Blink is supposed to teleport stalkers in a range whenever there is a vision.

The rock glitch in blistering sand should be removed because stalkers are not supposed to get a vision when they are under the rock.

However, now stalkers can't teleport (or very hard) to island and it makes the whole idea of blink absurd.

If blizz don't want stalkers blink to island, change the map only and leave the blink ablitity alone.
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
July 08 2010 06:17 GMT
#128
and the fact that burrowed roach now can't move under FF is ridiculous as well.

Do FF now make walls in underground as well?
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 08 2010 06:23 GMT
#129
Wow, stalkers are now crap. Combat wise, they are bad for their price. They make up for it with maneuverability. They need to blink in order to backdoor a turtling terran, to break an island covered with turrets/spores, harass, etc. Phoenixes and void rays are terrible for harassment compared to banshees and mutas. What is protoss supposed to do now?
Intropy
Profile Joined July 2009
Canada92 Posts
July 08 2010 06:25 GMT
#130
Roaches not burrowing under FF is pretty huge imo. Definitely ridiculous change, now Hydra is the only core unit that can effectively deal with FF midgame.
Intropy.469
Yuffie
Profile Joined June 2010
132 Posts
July 08 2010 06:25 GMT
#131
About Stalker Blink... Anyone thought about blizzard balancing the Map Scrap Station?
As i recall right, you could blink on the isle from the southern position without observer or anything, but not from the norther position.
rock glitch is fair.
Please be really sure about this island blink or test it correctly
Perfi
Profile Blog Joined May 2010
Poland349 Posts
July 08 2010 06:25 GMT
#132
On July 08 2010 15:15 hwanikani wrote:
CONFIRMED:

You CAN'T blink stalkers to island in scrap station.

You CAN blink stalkers to island in lost temple but only BARELY can do it.
(Like can teleport it only by one by one).

Can you try other islands? AFAIK you could only blink to the island of Scrap Station from one of the mains because there's a slight difference in distance. Also, can you still blink over cliffs? If you can, I honestly don't see a problem with the change - we'll just have to use something else to kill islands... probably air. And as everyone knows, that's a very useful talent to have.

I do agree that it's going to make harassment on Desert Oasis a little harder, but let's face it, that map is crap anyway.
ScienceRob
Profile Joined April 2010
United States382 Posts
July 08 2010 06:25 GMT
#133
I haven't seen this posted yet but: after a game the listed statistics have been increased to several tabs giving a breakdown of resources, kills etc.
Carpe Diem
delayed reflex
Profile Joined July 2010
Canada358 Posts
July 08 2010 06:26 GMT
#134
On July 08 2010 15:16 hwanikani wrote:
I just don't get it.

Blink is supposed to teleport stalkers in a range whenever there is a vision.

The rock glitch in blistering sand should be removed because stalkers are not supposed to get a vision when they are under the rock.

However, now stalkers can't teleport (or very hard) to island and it makes the whole idea of blink absurd.

I think you are able to have vision through rocks so that you can tell when the enemy is trying to break through - as a consequence, you get vision for blinking. They could probably "fix" this for Blistering Sands by making rocks block vision up a ramp but not down. Even better would be to make it so that you don't get vision past rocks normally, but if enemies attack the rock when you would have had vision past it you can see the enemies - then you wouldn't be able to blink past rocks on any map (if that is the desired result). Might be tricky to code though.
GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-07-08 06:28:33
July 08 2010 06:27 GMT
#135
On July 08 2010 15:17 hwanikani wrote:
and the fact that burrowed roach now can't move under FF is ridiculous as well.

Do FF now make walls in underground as well?


Well, assuming the the FF has a more or less round shape (if we only see the top half which is on top of the ground), it might be blocking underground as well - but thats just a matter of fantasy (or in other words: propably bullsh...)

Anyway, even as a Protoss player I think that burrowed roach gave a nice counterpart to the mass FF strategy (in addition to Ultras recently, which I am waiting to develop in phase 2). Hoping that this is just a glitch for now.

Same for Blink on Blistering Sands -a glitch that needs to be removed map wise. What I dont get is the Blink to islands stuff, this is missing any logical explanation :-/

edit: added quote
Team LifeStyle - it's more than a game
Ownos
Profile Joined July 2010
United States2147 Posts
July 08 2010 06:27 GMT
#136
Marine shield upgrade and reaper nitro boost have a new icon!!!!1
...deeper and deeper into the bowels of El Diablo
Drimacus
Profile Joined May 2010
Germany92 Posts
Last Edited: 2010-07-08 06:46:26
July 08 2010 06:45 GMT
#137
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?!
Bommes
Profile Joined June 2010
Germany1226 Posts
July 08 2010 06:48 GMT
#138
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.
Zhek
Profile Blog Joined January 2010
Canada342 Posts
July 08 2010 06:50 GMT
#139
The Marauder slow doesn't affect massive units. So yeah, probably the Thor ability and Fungal Growth.
Drimacus
Profile Joined May 2010
Germany92 Posts
July 08 2010 06:52 GMT
#140
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.

Ah Thanks, Marauder slow doesn't work on massive units and Fungal Growth is no stun as well.
But didn't think of the Thor.

Can't wait to start sc2 ;(
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.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 08 2010 07:50 GMT
#161
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?


Here's what I assume from the thread:
You can blink anywhere as long as you have vision and enough range.
The island on Scrap Station is out of range. The island on LT is out of range unless you find some sweet spot. Normal cliffs can be blinked up normally. You can't blink up rocks without something giving you vision.
Before, you sort of were able to blink into empty space and were moved to the closest walkable area, for example an island. Rock blocked ramps had an area at the top that was visible and not blocked, seems like they fixed that.
If you have a good reason to disagree with the above, please tell me. Thank you.
scrdmnttr
Profile Joined May 2010
United States96 Posts
July 08 2010 07:51 GMT
#162
Gateways to Warpgates has always taken 10 seconds.

Regarding Stalker damage, Bliz changed the way damage was written patch 15.

Infested Terrans have actually always been pretty good. They are very powerful when bolstering your army or in defensive positions. (I think Bliz was originally too hasty when removing the ability from the Infestors.)
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
July 08 2010 07:52 GMT
#163
Despite everyone saying it has changed.... the Zerg structures have still a FUCKING overlord as portrait. This annoys me to death
Zerg - because Browders sons hate 'em
MadVillain
Profile Joined June 2010
United States402 Posts
July 08 2010 07:55 GMT
#164
On July 08 2010 16:48 IndecisivePenguin wrote:
Show nested quote +
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.



You can definately blink to high ground, but only if you have vision. But you cannot blink to 'unpathable' so not through thin air like to an island and not over destructable rocks. Just anywhere normal units can't walk.

Anyhow,

The neural parasite nerf is a little bit irksome, but I think it will give the ability a higher skill cap. Now you need to time it so you either recast it if you had 200 energy or you need to micro the mind controlled units to kill each other, and have your army attack them as well. Otherwise you could find yourself suddenly outmatched and possibly out of position because some units you mind controlled suddenly snapped out of it.

But I was thinking a more neural parasite, then self kill at like 8 seconds then retreat.
For The Swarm!
Computard
Profile Joined July 2010
United States30 Posts
Last Edited: 2010-07-08 08:00:24
July 08 2010 07:59 GMT
#165
On July 08 2010 16:51 scrdmnttr wrote:
Gateways to Warpgates has always taken 10 seconds.

Regarding Stalker damage, Bliz changed the way damage was written patch 15.

Infested Terrans have actually always been pretty good. They are very powerful when bolstering your army or in defensive positions. (I think Bliz was originally too hasty when removing the ability from the Infestors.)



I think they said Warpgates back to Gateways now takes 10 sec, from 3 sec. There was a thread on here about warp/gate switching to increase unit production since they share a separate cool down. That won't be useful any more w/the increased time.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-07-08 08:14:32
July 08 2010 08:08 GMT
#166
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
Reaper buildtime increased from 40 to 45.
Psi storm cooldown decreased from 2.5 seconds to 2 seconds.
I'll call Nada.
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
July 08 2010 08:14 GMT
#167
A lot of these are reeeeally significant changes (if true). Why they aren't listed in the patch notes I do not understand.
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 08:17 GMT
#168
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 tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved?
Sylvr
Profile Joined May 2010
United States524 Posts
July 08 2010 08:19 GMT
#169
I think burrowed Infested Terrans are going to be sick... It's a perfect way to break tank lines.
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 08:21 GMT
#170
On July 08 2010 17:17 NATO wrote:
I tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved?


Are you sure you were using attack move?

I can Fraps this.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 08 2010 08:31 GMT
#171
Eh I don't think there is a point to mind control now. 100 energy infestor, requires an upgrade, lasts only 10 or so seconds. I just don't find it worth it tbh :/.

But I didn't know zealots got a build time increase and psi storm reduced from 2.5 to 2 seconds :O. Wonder why the didn't say these in patch notes :S
When I think of something else, something will go here
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 08:35 GMT
#172
On July 08 2010 12:36 Zelniq wrote:
The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their hotkeys swapped. it's now T and G, respectively. argh
argh+1 , sounds like clear mistake, hope they switch it back
If you stand next to my head, you can hear the ocean. - Day[9]
gdroxor
Profile Blog Joined May 2010
United States639 Posts
Last Edited: 2010-07-08 08:38:23
July 08 2010 08:38 GMT
#173
Critters!!

It's about time the cybernetics core got an animation, too.
johnouyoung
Profile Joined June 2010
United States28 Posts
July 08 2010 08:38 GMT
#174
Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 08 2010 08:43 GMT
#175
On July 08 2010 17:38 johnouyoung wrote:
Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work

Did you click ON the mutas or on the air unit helper thing slightly below the mutas?
Yes it worked before and it would be horrible if it wouldn't work anymore.
If you have a good reason to disagree with the above, please tell me. Thank you.
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 08:48 GMT
#176
On July 08 2010 12:51 DM20 wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?


All the buildings group as one and it issues a build command to the "best "available building in rotating fashion..

But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories


!?!?!

Just hit sseeee and you're set.
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2010-07-08 08:58:36
July 08 2010 08:49 GMT
#177

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?

NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 08:50 GMT
#178
On July 08 2010 17:21 ZealousD wrote:
Show nested quote +
On July 08 2010 17:17 NATO wrote:
I tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved?


Are you sure you were using attack move?

I can Fraps this.


My mistake. Now I have to test again...AI achievements here I come!
Salvarias
Profile Joined May 2010
Denmark231 Posts
July 08 2010 08:51 GMT
#179
on a more unseriose note

"Critters now roam the maps."

Am I the only person who's thinking... pandabearguy ?
johnouyoung
Profile Joined June 2010
United States28 Posts
July 08 2010 08:57 GMT
#180
On July 08 2010 17:43 spinesheath wrote:
Show nested quote +
On July 08 2010 17:38 johnouyoung wrote:
Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work

Did you click ON the mutas or on the air unit helper thing slightly below the mutas?
Yes it worked before and it would be horrible if it wouldn't work anymore.


Yea I am pretty sure it should have hit, I watched it over and over on my replay. Can someone else test this and confirm?
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 08:57 GMT
#181
Please also include the graphical updates you find... is there a major difference?
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 08:59 GMT
#182
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 09:03 GMT
#183
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?
Hugoboss21
Profile Joined June 2009
France346 Posts
July 08 2010 09:03 GMT
#184
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


sup neo gaffer.
In order to make an apple pie from scratch, you must first create the universe. --Carl Sagan
Gautz
Profile Joined May 2010
192 Posts
Last Edited: 2010-07-08 09:10:37
July 08 2010 09:08 GMT
#185
On July 08 2010 18:03 NATO wrote:
Show nested quote +
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess it's about whether or not an enemy unit is visable for u on the potential way - or - the attackmove itselfs triggers this behavior

however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 09:18 GMT
#186
On July 08 2010 18:08 Gautz wrote:
however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (

I don't think that's necessarily a bad thing, considering both Protoss and Zerg in mid-game have an easymode for killing terran bio-army ;P
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:22 GMT
#187
Here's the video of the medivac behavior.





On July 08 2010 18:03 NATO wrote:
Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess I should be more specific. If the unit is currently firing its weapon, than the medivac will hold and face it.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:23 GMT
#188
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.
Daliniues
Profile Joined May 2010
Canada117 Posts
July 08 2010 09:28 GMT
#189
I must point out that that is indeed a roach nerf, neural parasite time is also a nerf and the fact stalkers can no longer blink to islands and across unpassable terrain makes me a bit mad >
Mjolnir
Profile Joined January 2009
912 Posts
July 08 2010 09:28 GMT
#190
On July 08 2010 17:49 Mjolnir wrote:
Show nested quote +

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?



I still can't get over this NP nerf. It's not like Infestors were ever hard to kill in combat given the range of NP. Never mind the fact that once NP'd you can't move the unit very far - or the Infestor at all.

Do you think they nerfed NP to "compensate" for the Infested Terrans ability going back to Infestors?

Am I completely off-base? Do non-Zerg players feel this was a necessary change?

Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-08 09:32:50
July 08 2010 09:31 GMT
#191
Guys, the only thing that was fixed with the stalker was that they removed this bug:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123178

They can still blink over anything as long as they are in range, it was bugged before so that you could blink further than you should be able to.

Here you can see:
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:33 GMT
#192
On July 08 2010 18:23 zephon wrote:
Show nested quote +
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.
I'll call Nada.
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
July 08 2010 09:38 GMT
#193
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.
In the beginning there was nothing... and then exploded
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:46 GMT
#194
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.
RisingTide
Profile Joined December 2008
Australia769 Posts
Last Edited: 2010-07-08 09:59:35
July 08 2010 09:47 GMT
#195
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

Ok, Stalkers CAN'T blink to the island on SS, but they CAN blink over just rocks if there's vision. Also, they CAN blink over void if there is a land path around it, such as near the naturals on SS.

EDIT:
Also, has warpgate zealot cooldown always been 28s? That seems longer than I remember.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:49 GMT
#196
On July 08 2010 18:38 Drakan wrote:
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.


...and moreover to observers.
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:51 GMT
#197
Again, I actually don't think the medivac change is a change to scan-move. I just made that assumption the first time I saw it.
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:51 GMT
#198
On July 08 2010 18:46 zephon wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.


gate -> wg was 10 seconds
wg -> gate was 3 seconds and is now 10 seconds


On July 08 2010 18:47 RisingTide wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
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.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

EDIT:
Also, has warpgate zealot cooldown always been 38s? That seems longer than I remember.


From my previous post:
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
I'll call Nada.
krell
Profile Joined July 2010
United States109 Posts
July 08 2010 09:52 GMT
#199
I believe the barracks build time has been increased to 65. (I'm 90% sure it was 60 before). I noted some other small changes:

- Color of the UI switched from yellow to white when units are loaded in a bunker.
- When the Yamato upgrade is complete, a battlecruiser voice announces " Yamato Cannon operational"
- When facing an AI, when you do terrible terrible damage to them (ie, killl their CC and a bit of their army). They ask to "surrender" which effectively removes them from the game if you accept.
"you've got to change the world and use this time to be heard"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 09:58:24
July 08 2010 09:56 GMT
#200

Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.

Omg yes :D!!!!!!!!


Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before I think it was Slower, Slow, Normal, Fast, Faster, Faster x3, Faster x6. correct?)

Again, yes! :D!

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Wuah? Won't this fuck protoss hardcore? Like........ really, really, really, really hard?

EDIT: Ah, Klockan3 to the rescue. Guess they still can =]

Roaches can no longer move under Force Fields while burrowed!!!!

Seems bad too :S
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
July 08 2010 10:07 GMT
#201
You guys are confusing the hell out of me with the stalkers...

Can they or can't they blink to an island within range when they have vision (true island, no path for normal units to take, just void or water or abiss or unpassable terrain)?
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
ChaosShadow
Profile Joined April 2010
United States79 Posts
July 08 2010 10:08 GMT
#202
On July 08 2010 19:07 Doctorasul wrote:
You guys are confusing the hell out of me with the stalkers...

Can they or can't they blink to an island within range when they have vision (true island, no path for normal units to take, just void or water or abiss or unpassable terrain)?


Yes, they should be able to, but only to the limit of their blink range (which usually isn't enough to get them to most islands).
Lighioana
Profile Joined March 2010
Norway466 Posts
July 08 2010 10:10 GMT
#203
Apparently you can be placed directly in Platinum again, opposed to how phase 1 ended.
And forgive me nothing for I truly meant it all
ChaosShadow
Profile Joined April 2010
United States79 Posts
July 08 2010 10:11 GMT
#204
On July 08 2010 19:10 Lighioana wrote:
Apparently you can be placed directly in Platinum again, opposed to how phase 1 ended.


You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.
Psychopomp
Profile Joined April 2010
United States237 Posts
July 08 2010 10:12 GMT
#205
Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)


What.
RisingTide
Profile Joined December 2008
Australia769 Posts
July 08 2010 10:12 GMT
#206
On July 08 2010 19:08 ChaosShadow wrote:
Show nested quote +
On July 08 2010 19:07 Doctorasul wrote:
You guys are confusing the hell out of me with the stalkers...

Can they or can't they blink to an island within range when they have vision (true island, no path for normal units to take, just void or water or abiss or unpassable terrain)?


Yes, they should be able to, but only to the limit of their blink range (which usually isn't enough to get them to most islands).

Actually.... They can't. Tried it on Scrap Station, they give an error message when trying to blink to a true island.
Fivecent
Profile Joined June 2010
4 Posts
Last Edited: 2010-07-08 10:13:50
July 08 2010 10:12 GMT
#207
Just jumping in here to say that the new terran build system is far inferior to what it was before. I've figured that the best bet is to start with the high-tier units and move down, the only problem is that it's just entirely too vulnerable to mis-keys and over-pressing. It also removes that "at-a-glance" sense of what types of buildings you had available and what their workload was like in addition to somewhat of a tactile feel of "oh, alright, 2 reactors, 2 labs, 1... nothing?" I should probably just shut up though because the cure for this is simply improving accuracy, but still, it wouldn't have been necessary before.

To contribute though, the Terran scan radius has increased, in addition to the size of the graphic. First time I dropped one after the patch I had to comment on how huge it was.
Only in America could you find a way to earn a healthy buck and still keep your attitude on self distruct.
ascoe
Profile Blog Joined June 2010
Korea (South)133 Posts
July 08 2010 10:15 GMT
#208
Question for ppl who are still in game.. has nydus rally been changed from attack move to move as well?

thanks ;x
perbarian
Profile Joined April 2010
Sweden42 Posts
July 08 2010 10:19 GMT
#209
When I saw ZealousDs video I noticed that the Xel'Naga Watch Towers icon on the minimap now is an eye instead of a white dot. Don't think anyone has mentioned this yet.
Puts the fun in fundamentalist.
jiabung
Profile Blog Joined December 2007
United States720 Posts
July 08 2010 10:26 GMT
#210
On low graphics setting, pylon power range is now indicated by only a dashed blue line, instead of an entire glowing circle. Best change yet for my crappy laptop as now I can actually play toss. Before, clicking on any pylon or trying to place a building would result in major lag spike.
ChaosShadow
Profile Joined April 2010
United States79 Posts
Last Edited: 2010-07-08 10:31:41
July 08 2010 10:29 GMT
#211
On July 08 2010 19:12 RisingTide wrote:
Show nested quote +
On July 08 2010 19:08 ChaosShadow wrote:
On July 08 2010 19:07 Doctorasul wrote:
You guys are confusing the hell out of me with the stalkers...

Can they or can't they blink to an island within range when they have vision (true island, no path for normal units to take, just void or water or abiss or unpassable terrain)?


Yes, they should be able to, but only to the limit of their blink range (which usually isn't enough to get them to most islands).

Actually.... They can't. Tried it on Scrap Station, they give an error message when trying to blink to a true island.



The 2 islands on Lost Temple can be blinked to, so I'm pretty sure that blizzard just fixed blink to not let stalkers blink to terrain outside of blink range.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 08 2010 10:29 GMT
#212
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.

DUDE I KNEW MY TIMINGS WERE OFF SOMEHOW! I thought i was just rusty and constantly fcking something up with my 13-15 gate build hahaha
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-07-08 10:40:01
July 08 2010 10:39 GMT
#213
Critter explodes if you spam click on them... and leaves a hole in the terrain (i'm not kidding).
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
vic_gn
Profile Joined March 2010
Austria50 Posts
July 08 2010 10:41 GMT
#214
On July 08 2010 19:39 Qzy wrote:
Critter explodes if you spam click on them... and leaves a hole in the terrain (i'm not kidding).


critters explode since warcraft 2 thats not new, but the hole is.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
July 08 2010 11:13 GMT
#215
They changed "We need more mineralzzzzzzzzzzzz" also - Its much better
Your strength is just an accident arising from the weakness of others -Heart of Darkness
ComaCat
Profile Joined April 2009
United Kingdom33 Posts
July 08 2010 11:21 GMT
#216
Are there any new battle.net changes?
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 08 2010 11:32 GMT
#217
On July 08 2010 19:12 RisingTide wrote:
Show nested quote +
On July 08 2010 19:08 ChaosShadow wrote:
On July 08 2010 19:07 Doctorasul wrote:
You guys are confusing the hell out of me with the stalkers...

Can they or can't they blink to an island within range when they have vision (true island, no path for normal units to take, just void or water or abiss or unpassable terrain)?


Yes, they should be able to, but only to the limit of their blink range (which usually isn't enough to get them to most islands).

Actually.... They can't. Tried it on Scrap Station, they give an error message when trying to blink to a true island.

Then it is too far away, the real blink range is really small. And the reason you could blink over rocks before witout vision is because you actually blinked on the rocks and was pathed to the other side, you can no longer blink on unpathable areas.
Noocta
Profile Joined June 2010
France12578 Posts
July 08 2010 11:35 GMT
#218
I don't see the point of the Neural Parasite nerf. I mean, it's research + 100 mana + extreemly vulnerable unit easy to snipe... For 10 SECONDES ?!

Comon Blizzard.. Infinite mc was fine. :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
simme123
Profile Blog Joined February 2010
Sweden810 Posts
July 08 2010 11:36 GMT
#219
ctrl f8-f12 is better than f5-f8 imo at least now i can easily do it with the right control however I haven't really used the f binds that much in sc2 since I can macro with 5 and tab so no real need for them imo for precise scans in your enemies base.
MucK
Profile Joined July 2010
Germany59 Posts
July 08 2010 11:41 GMT
#220
what about someone gather and list up all changes found till page 11?
www.prototype-gaming.de
Mortis
Profile Blog Joined April 2010
United States217 Posts
July 08 2010 11:41 GMT
#221
Do zerglings seem smaller to anyone else? I'm not sure why, but they just seem a tad smaller... perhaps it's a graphic thing they changed with their "wings" when you get the speed upgrade.
Fates
Profile Joined June 2010
United States91 Posts
July 08 2010 11:44 GMT
#222
Thanks for the updates zelniq and everyone who found them.

My infestor usually got picked off before 12 seconds anyways, cause I apparently suck at their placement, so we'll see how that change is gonna affect me.

But I hope the creep tumor thing is just a bug. I think there's been alot of complaining about how fast zerg can spread creep, so I wouldn't be surprised if it was just a nerf afterall.

Why do they hide these changes? I don't get it. Some of these are huge changes, and unlisting them makes no sense to me. Anyone know why they would want to hide them?
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 08 2010 11:45 GMT
#223
Am I the only one who noticed the new medivac drop animation? It's helluva cool! Drop marines/marauders from medivacs and they actually fall from the medivac, unlike the instant drop in phase 1.

England will fight to the last American
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 08 2010 11:48 GMT
#224
They appeared to have made the medivac a much better unit than it used to be. It is finally functioning the way it always should have.
Terran
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 08 2010 11:49 GMT
#225
I seriously hope creep tumor thing is a bug. I just can't picture trying to use hydra offensively when it takes double the time to get a creep highway
FTemplar
Profile Joined June 2010
Canada70 Posts
July 08 2010 11:53 GMT
#226
Oooo... critters!
I'm gonna miss Parasite from the SC1 queen
I have to vomit every 30 seconds, otherwise I don't feel so good.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
July 08 2010 11:54 GMT
#227
On July 08 2010 12:36 Zelniq wrote:
Critters now roam the maps.
Woah!
¯\_(ツ)_/¯
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 11:55 GMT
#228
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.


if you A-move the medivacs automatically stop to heal, i think that's what the other guy observed.

i doubt very much that blizzard would make medivacs reject an a-move command 'unless there are units infront of them'... wouldn't make any sense.

even though i believe medivacs attack priority makes them really lame infront as well - your units deciding to shoot the high armor high hp medivacs instead of the small damage dealing bio units like marines is a huge disadvantage for you... especially as the terran can also just micro the low hp medivacs to the back and not effect dps in the slightest.
Knutzi
Profile Joined July 2009
Norway664 Posts
July 08 2010 11:56 GMT
#229
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )
Sabresandiego
Profile Joined July 2010
United States227 Posts
Last Edited: 2010-07-08 11:58:43
July 08 2010 11:58 GMT
#230
they make balance changes based on data. Terran was losing more games than other races. Even the high level tournaments are being won by zerg or toss, not terran.
Terran
Pocketokun
Profile Joined May 2010
Canada74 Posts
July 08 2010 12:02 GMT
#231
On July 08 2010 19:26 jiabung wrote:
On low graphics setting, pylon power range is now indicated by only a dashed blue line, instead of an entire glowing circle. Best change yet for my crappy laptop as now I can actually play toss. Before, clicking on any pylon or trying to place a building would result in major lag spike.

if this is true i'd love it because it wouldnt happen to me untill it was on a 5 or 6 pylons when i had that graphs lag spike not too significant yet i rather a smooth play at all times even tho i love the graphics i think i just might play on low and watch my replays on mid/hig
If you gotta do something, DO IT
Pocketokun
Profile Joined May 2010
Canada74 Posts
July 08 2010 12:05 GMT
#232
On July 08 2010 20:56 Knutzi wrote:
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )


i'm toss at heart yet i am worried for a 6 pool rush or any rush now... i need to play to see how this affects me but i will stick with toss still one of the best and toughest races in mid-late game IMO.
If you gotta do something, DO IT
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 12:06 GMT
#233
This is like the most important question of them all.

Is there a pandabearguy?
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 12:07 GMT
#234
On July 08 2010 18:28 Mjolnir wrote:
Show nested quote +
On July 08 2010 17:49 Mjolnir wrote:

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?



I still can't get over this NP nerf. It's not like Infestors were ever hard to kill in combat given the range of NP. Never mind the fact that once NP'd you can't move the unit very far - or the Infestor at all.

Do you think they nerfed NP to "compensate" for the Infested Terrans ability going back to Infestors?

Am I completely off-base? Do non-Zerg players feel this was a necessary change?



i don't feel it was a necessary change, but infinite duration was 'meh'.

basically it's still great in battle but it's not so great to 'steal' units outside battle then manipulate it for 5 minutes while your army arrives to snipe it off.
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 12:09 GMT
#235
On July 08 2010 20:56 Knutzi wrote:
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )


Stalkers nerfed to oblivion? I hope I missed something. Surely you don't just mean because of the scrap station island and highground destructable rock fix...
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 12:11 GMT
#236
On July 08 2010 21:07 tarsier wrote:
Show nested quote +
On July 08 2010 18:28 Mjolnir wrote:
On July 08 2010 17:49 Mjolnir wrote:

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?



I still can't get over this NP nerf. It's not like Infestors were ever hard to kill in combat given the range of NP. Never mind the fact that once NP'd you can't move the unit very far - or the Infestor at all.

Do you think they nerfed NP to "compensate" for the Infested Terrans ability going back to Infestors?

Am I completely off-base? Do non-Zerg players feel this was a necessary change?



i don't feel it was a necessary change, but infinite duration was 'meh'.

basically it's still great in battle but it's not so great to 'steal' units outside battle then manipulate it for 5 minutes while your army arrives to snipe it off.


was pretty homo on LT trying to take the island near your main as your third only to have protoss just blink up and take it out.
my hair is a wookie, your argument is invalid
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-07-08 12:13:31
July 08 2010 12:13 GMT
#237
On July 08 2010 19:11 ChaosShadow wrote:
Show nested quote +
On July 08 2010 19:10 Lighioana wrote:
Apparently you can be placed directly in Platinum again, opposed to how phase 1 ended.


You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.

Yeah. Sorry, I got confused by the addition of Diamond level.
And forgive me nothing for I truly meant it all
Resilient
Profile Joined June 2010
United Kingdom1431 Posts
July 08 2010 12:13 GMT
#238
Can anyone else confirm that Zealots have an increased build time? That's ridiculous if so.
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
July 08 2010 12:16 GMT
#239
no its not...
two gate builds are too good
FTD
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
July 08 2010 12:18 GMT
#240
So, zerg takes some heavy nerfs (NP + creep tumors + changelings broken and roach//ff).

Protoss is weaker against early aggression because of longer zeal build times. + stalkers fixed // sortof nerf. I'm not convinced they should have had the ability to blink up rocks like they did before.

Reapers are almost useless now since the window vs protoss is smaller.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Jibba
Profile Blog Joined October 2007
United States22883 Posts
July 08 2010 12:19 GMT
#241
Is anyone else somewhat worried about all the hidden changes that keep showing up, like these or the ultralisk AoE damage nerf?

It seems like it defeats the purpose of having patch notes at all, since people need to go through and check each variable anyways because so much is unlisted, and I worry they'll use it to slip changes in.
ModeratorNow I'm distant, dark in this anthrobeat
Seltsam
Profile Blog Joined April 2010
United States343 Posts
July 08 2010 12:20 GMT
#242
Well 6 pools are going to be unstoppable if the Zealot takes longer to build. A 10 gate + boosted zealot barely gets out in time to stop it as it is. If you're like 2 seconds late starting either the pylon or the gateway, the zerglings tend to get through anyway. Obviously it kind of depends on rush distance, but if I'm on a map like Steppes with a crazy short rush distance and I get 6-pooled, Zealots are barely quick enough. If they take longer now, 6pools are going to be (more) retarded...
Team Limited ftw! www.teamltd.net
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 12:20 GMT
#243
I also really don't get why these things aren't included in the patch notes... it seems pretty obvious that they do matter
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
Effect010
Profile Joined May 2010
Germany89 Posts
July 08 2010 12:23 GMT
#244
infested terran ---> infestor? did they change the ability back to infestor from the overseer?
"Keep stepping over dead bodys." - day9
ChaosSmurf
Profile Blog Joined July 2009
United Kingdom175 Posts
July 08 2010 12:25 GMT
#245
That rax-addon MBS change sounds really stupid =/
MasterFischer
Profile Joined August 2009
Denmark836 Posts
July 08 2010 12:27 GMT
#246
Does anybody have anymore GRAPHICAL or AUDIO changes?

Please report here...


ANy new unit fire or move sounds? Any new animations, or graphics changes? Overall artwork rehaul somewhere ingame ????

It's important peoplez
WHO is this who speaks to me as though I needed his advice?
Deyster
Profile Blog Joined April 2010
Jordan579 Posts
Last Edited: 2010-07-08 12:28:26
July 08 2010 12:27 GMT
#247
You can now upgrade your medivacs to have them get 25 more starting energy. I didn't see this before.
Nuke has a new icon as well.
Watch the minimap.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 12:28 GMT
#248
On July 08 2010 20:56 Knutzi wrote:
so, they completly screw 2 gate openings against zerg and stalkers have been nerfed into oblivion while at the same time terran gets huge ai buffs on their medivacs?

thats the final nail in the coffin for my protoss, hello terran : )

I never used stalkers to blink to islands at all and i never had any problems..

"Nerfed into oblivion" is a bit of an overstatement here i think
Artillery spawned from the forges of Hell
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 12:31 GMT
#249
On July 08 2010 21:28 arb wrote:
I never used stalkers to blink to islands at all and i never had any problems..

"Nerfed into oblivion" is a bit of an overstatement here i think


Someone also confirmed that it is possible to blink to the Lost Temple islands but only "one at a time", which I assume can be worked around by queueing up a move after the blink.
JamSan
Profile Joined June 2010
4 Posts
July 08 2010 12:31 GMT
#250
If "fazing" charged void rays is now possible, that means that they can no longer hold their charge without doing damage, making it a mixed buff I suppose.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 08 2010 12:33 GMT
#251
On July 08 2010 21:19 Jibba wrote:
Is anyone else somewhat worried about all the hidden changes that keep showing up, like these or the ultralisk AoE damage nerf?

It seems like it defeats the purpose of having patch notes at all, since people need to go through and check each variable anyways because so much is unlisted, and I worry they'll use it to slip changes in.

It is only when they apply many patches at once, then they for some reason only show us the latest changelog. For example when they said that they reduced fungal growths damage to 35 when it was 20 damage before that so people believed that it was nerfed when it was actually buffed in that patch.
soki
Profile Joined March 2010
United States40 Posts
July 08 2010 12:34 GMT
#252
On July 08 2010 21:27 Deyster wrote:
You can now upgrade your medivacs to have them get 25 more starting energy. I didn't see this before.

that was always there o_O

http://wiki.teamliquid.net/starcraft2/Tech_Lab
http://us.battle.net/sc2/en/profile/270391/1/Soki/
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-07-08 12:39:08
July 08 2010 12:36 GMT
#253
Damn, the Stalker Blink nerf is going to make PvT that much more annoying. It's already frustrating as hell to basetrade with a Terran and have them float off to an island, but at least you could get over there with relatively cheap units. Now I have to tech all the way back up to air or prisms, if possible at all.

Also, I get the feeling that siege expand will be a lot harder to stop now, particularly on LT. One of my counters to it was making blink stalkers and blinking them in right next to the nat from the gold expo. That way I could do some damage and have the tanks to the bulk of the damage to their own CC. Can't do that now, so instead I'll have to just suicide run them through the choke. =/
Going to have to rethink that one.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 12:39 GMT
#254
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not
Artillery spawned from the forges of Hell
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 12:40 GMT
#255
The addon change is AWESOME. WTF are people complaining about?
You just queue the tech lab units first and you don't need to know which ones you have selected or tab between them and you have letters indicating what kind of addon each building has.
They just need to fix it so reactors queue 2 units initially instead of just 1.
I'll call Nada.
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 12:45 GMT
#256
On July 08 2010 21:40 lololol wrote:
The addon change is AWESOME. WTF are people complaining about?
You just queue the tech lab units first and you don't need to know which ones you have selected or tab between them and you have letters indicating what kind of addon each building has.
They just need to fix it so reactors queue 2 units initially instead of just 1.


If that's true, I might be able to finally play Terran competently. My macro with Terran has been retarded because of all the need for tabbing.
Deyster
Profile Blog Joined April 2010
Jordan579 Posts
July 08 2010 12:48 GMT
#257
On July 08 2010 21:34 soki wrote:
Show nested quote +
On July 08 2010 21:27 Deyster wrote:
You can now upgrade your medivacs to have them get 25 more starting energy. I didn't see this before.

that was always there o_O

http://wiki.teamliquid.net/starcraft2/Tech_Lab

Well, don't blame me for not seeing it :X I didn't sleep yet nor did I ever even consider such upgrade useful at all. I need to rest.

I really like the AI so far, it scouts actively, it expands actively (even to gold, I've had AI attack rocks to make an expansion at gold, but the game was finished before the rocks died, and it also try to sneak a hidden expansion when I crushed it's main) and that's not even at insane level.
The only thing though is that if you play against 2 AI and both are same race, they will do the same exact build.
Watch the minimap.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 12:51 GMT
#258
On July 08 2010 21:39 arb wrote:
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not

I think the no patience is a follow up remark? I'm not sure tho, I'll test when SC2 starts working...
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
kentonator
Profile Joined July 2010
Vatican City State95 Posts
July 08 2010 12:52 GMT
#259
I bet half the people crying about the stalker fix have never even blinked to an island before. Seriously how often does that happen?

Can't blink past rocks? Move to the side where theres a cliff and just blink up the cliff instead....works like it should now
DivinO
Profile Blog Joined July 2009
United States4796 Posts
July 08 2010 12:53 GMT
#260
Psionic Storm speedup was huge.

Hope that doesn't impact the game too much?
LiquipediaBrain in my filth.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 12:56 GMT
#261
On July 08 2010 21:45 Graven wrote:
Show nested quote +
On July 08 2010 21:40 lololol wrote:
The addon change is AWESOME. WTF are people complaining about?
You just queue the tech lab units first and you don't need to know which ones you have selected or tab between them and you have letters indicating what kind of addon each building has.
They just need to fix it so reactors queue 2 units initially instead of just 1.


If that's true, I might be able to finally play Terran competently. My macro with Terran has been retarded because of all the need for tabbing.


Tabbing between building types was too diffucult? what?
johngalt90
Profile Joined May 2010
United States357 Posts
July 08 2010 12:57 GMT
#262
zealot build time nerf completely unwarranted and BS. if this means we cant FE anymore against zerg that would be really bad
fuck the haters
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 08 2010 12:57 GMT
#263
"Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28."

What the hell? Is this true? Why would they nerf the zealots is beyond me.
Sets
Profile Joined February 2009
United States59 Posts
July 08 2010 12:57 GMT
#264
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


Logic cannot explain this. My head exploded.
Half Awake; Half Dreaming
lebalebaleba
Profile Joined March 2010
United States71 Posts
July 08 2010 12:58 GMT
#265
why nerf the zelot???
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 12:59 GMT
#266
On July 08 2010 21:51 Liquid`Jinro wrote:
Show nested quote +
On July 08 2010 21:39 arb wrote:
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not

I think the no patience is a follow up remark? I'm not sure tho, I'll test when SC2 starts working...

Well when i did play terran you clicked them they said
"No patience for shitting around"

This time when Psy clicked it they just said
"No patience"

Test when it works unless someone else can now.
Artillery spawned from the forges of Hell
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-07-08 13:04:51
July 08 2010 12:59 GMT
#267
On July 08 2010 21:57 Sets wrote:
Show nested quote +
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


Logic cannot explain this. My head exploded.


Can't we change that back with our own hotkey setups, though? I thought retail would have support for this.

On July 08 2010 21:52 kentonator wrote:
I bet half the people crying about the stalker fix have never even blinked to an island before. Seriously how often does that happen?


Trust me, I have. I have a Terran buddy that absolutely loves basetrading me, because he knows he can just float off.
I can normally counter it if I see it coming by just saving up some money to build probes or a nexus, but still.

Also, the insanely lame 'Float CC to island, fortify with a million turrets' trick was easiest to beat with Blink Stalkers. Sure, there are other ways, but this was the quickest and most convenient.

Also, by your logic, why would it even have to be changed if no one used it to great effect?
wintergt
Profile Joined February 2010
Belgium1335 Posts
July 08 2010 13:05 GMT
#268
Marines and marauder visually dropping out of medivacs is so awesome.

Love these changes, terran needed some help despite the running joke of them being "the strongest race".
here i am
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 13:06 GMT
#269
On July 08 2010 21:59 arb wrote:
Show nested quote +
On July 08 2010 21:51 Liquid`Jinro wrote:
On July 08 2010 21:39 arb wrote:
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not

I think the no patience is a follow up remark? I'm not sure tho, I'll test when SC2 starts working...

Well when i did play terran you clicked them they said
"No patience for shitting around"

This time when Psy clicked it they just said
"No patience"

Test when it works unless someone else can now.


It's "no patience for SITTING around" and they still say that.
I'll call Nada.
vic_gn
Profile Joined March 2010
Austria50 Posts
July 08 2010 13:08 GMT
#270
On July 08 2010 21:58 lebalebaleba wrote:
why nerf the zelot???


The only thing I can think of would be PvZ early game.
kentonator
Profile Joined July 2010
Vatican City State95 Posts
July 08 2010 13:09 GMT
#271
On July 08 2010 21:59 DarQraven wrote:

Show nested quote +
On July 08 2010 21:52 kentonator wrote:
I bet half the people crying about the stalker fix have never even blinked to an island before. Seriously how often does that happen?


Trust me, I have. I have a Terran buddy that absolutely loves basetrading me, because he knows he can just float off.
I can normally counter it if I see it coming by just saving up some money to build probes or a nexus, but still.

Also, the insanely lame 'Float CC to island, fortify with a million turrets' trick was easiest to beat with Blink Stalkers. Sure, there are other ways, but this was the quickest and most convenient.

Also, by your logic, why would it even have to be changed if no one used it to great effect?


It was fixed for the way that it was intended to be, and if a Terran lifts off his base to an island he is going to fall behind, and it should be an easy win for you.
Nokeboy
Profile Joined December 2008
United States1009 Posts
July 08 2010 13:18 GMT
#272
On July 08 2010 21:19 Jibba wrote:
Is anyone else somewhat worried about all the hidden changes that keep showing up, like these or the ultralisk AoE damage nerf?

It seems like it defeats the purpose of having patch notes at all, since people need to go through and check each variable anyways because so much is unlisted, and I worry they'll use it to slip changes in.

They do the same thing in WoW, I don't really know the reason for it though. Sometimes they use the excuse its a last minute change they didn't add in notes but seems way to many things here to make that excuse.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-07-08 13:20:54
July 08 2010 13:19 GMT
#273
On July 08 2010 22:09 kentonator wrote:
Show nested quote +
On July 08 2010 21:59 DarQraven wrote:

On July 08 2010 21:52 kentonator wrote:
I bet half the people crying about the stalker fix have never even blinked to an island before. Seriously how often does that happen?


Trust me, I have. I have a Terran buddy that absolutely loves basetrading me, because he knows he can just float off.
I can normally counter it if I see it coming by just saving up some money to build probes or a nexus, but still.

Also, the insanely lame 'Float CC to island, fortify with a million turrets' trick was easiest to beat with Blink Stalkers. Sure, there are other ways, but this was the quickest and most convenient.

Also, by your logic, why would it even have to be changed if no one used it to great effect?


It was fixed for the way that it was intended to be, and if a Terran lifts off his base to an island he is going to fall behind, and it should be an easy win for you.


Yes, but it can take ages. Similarly, I had a new player do this to me: he genuinely had no idea that his base didn't need 50 cannons to be defended. I had full map control, the guy only managed to build a few Carriers, but I still spent 45 minutes in-game before I could take his base down.

Difference is, against Terran you could avoid the Turrets by just using ground units ... Stalkers. Not anymore.

That aside, it doesn't make any sense logically either. A Stalker can blink straight through a rock cliff as long as a teammate has vision on the other side, yet he can't blink to a ledge on the other side of a chasm - even though he has clear vision of it, nothing is impeding his movement and it doesn't exceed the blink range.
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-07-08 13:31:46
July 08 2010 13:30 GMT
#274
[Edited - Nevermind]
And forgive me nothing for I truly meant it all
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-08 13:32:17
July 08 2010 13:30 GMT
#275
On July 08 2010 22:19 DarQraven wrote:
That aside, it doesn't make any sense logically either. A Stalker can blink straight through a rock cliff as long as a teammate has vision on the other side, yet he can't blink to a ledge on the other side of a chasm - even though he has clear vision of it, nothing is impeding his movement and it doesn't exceed the blink range.

You can blink if you got blink range, the blink range is just extremely small and you need full pathing on the other side. It blinks roughly as far as it can shoot, can it shoot to the other side?
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 13:33 GMT
#276
On July 08 2010 22:19 DarQraven wrote:
That aside, it doesn't make any sense logically either. A Stalker can blink straight through a rock cliff as long as a teammate has vision on the other side, yet he can't blink to a ledge on the other side of a chasm - even though he has clear vision of it, nothing is impeding his movement and it doesn't exceed the blink range.


Where are you getting that stalkers can't blink accross chasms anymore?

From what I gather, the only thing that was fixed was the blink distance bug and the rock vision bug.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
July 08 2010 13:35 GMT
#277
On July 08 2010 22:33 Back wrote:
Show nested quote +
On July 08 2010 22:19 DarQraven wrote:
That aside, it doesn't make any sense logically either. A Stalker can blink straight through a rock cliff as long as a teammate has vision on the other side, yet he can't blink to a ledge on the other side of a chasm - even though he has clear vision of it, nothing is impeding his movement and it doesn't exceed the blink range.


Where are you getting that stalkers can't blink accross chasms anymore?

From what I gather, the only thing that was fixed was the blink distance bug and the rock vision bug.


From OP.
"Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)"

Maybe I'm misunderstanding here.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-08 13:37:18
July 08 2010 13:36 GMT
#278
On July 08 2010 22:35 DarQraven wrote:
Show nested quote +
On July 08 2010 22:33 Back wrote:
On July 08 2010 22:19 DarQraven wrote:
That aside, it doesn't make any sense logically either. A Stalker can blink straight through a rock cliff as long as a teammate has vision on the other side, yet he can't blink to a ledge on the other side of a chasm - even though he has clear vision of it, nothing is impeding his movement and it doesn't exceed the blink range.


Where are you getting that stalkers can't blink accross chasms anymore?

From what I gather, the only thing that was fixed was the blink distance bug and the rock vision bug.


From OP.
"Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)"

Maybe I'm misunderstanding here.

OP is wrong, they just removed this bug which have the side effects that you can't blink over rocks without vision and you now don't have the range to blink to most islands:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123178
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 13:37 GMT
#279
On July 08 2010 22:35 DarQraven wrote:
From OP.
"Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)"

Maybe I'm misunderstanding here.


The OP most likely misunderstood. Someone in this thread even confirmed that you can still blink to the Lost Temple islands if you find the sweet spot.
Illva
Profile Joined May 2010
Sweden137 Posts
July 08 2010 13:56 GMT
#280
What is going on at blizzard? Its kinda obv that all the "anoying" and slightly difficult things terran has to deal with gets fixed. I mean: Thor splash against muta, void ray range nerf, tech getting cheaper (like stim etc).

Doesnt anyone over there realise that terran might not be winning right now, but they are the race with by far the biggest potential. Its going to be all terran wins until HotS if they continue like this. I mean EMP alone is a cheaper, faster, longer range spell than feedback/storm and it does both in 1. Its unit can also attack and cloak.

The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.

I guess harassing is reserved for terran with tanks and their range towards steppes nat for example, reapers, cloaked banshee, viking landing etc. all which are alot earlier than anything that protoss can do like storm drop or maybe phoenix lift.

Two gate versus zerg was just fine, and tbh the only tactics that made the matchup balanced. Now its easy FE for zerg which means that their midgame push is going to overrun protoss.

The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?

Zerg/Terran domination until the expansion or possible even the protoss expansion. Im playing terran for sure. I feel so much more relaxed with knowing that if I scout well (reapers/scans etc) I can always get a strong counter.
Sixes
Profile Joined July 2010
Canada1123 Posts
July 08 2010 13:57 GMT
#281
Going through the list:

Zerg (my race):

NP is a bit annoying but possibly necessary, now that ultras don't get stunned we may see fewer thors anyways.

Roach burrow under FF is annoying ... I mean, the other units with special movement (flying) can get around them, they aren't 100% impassable, so why isn't under them an option ? (especially when that option requires 2 upgrades and a branched out 1.5 tech and tier 2).

The IT is looking like it could even be useful ... thinking of IT harass much like raven turret harass. The upgrade to 30 secs seemed necessary, they just died too fast. The ability co cast when burrowed seems fun ... can't wait to throw one at the marines beside their sieged tanks.

Protoss:

Zealots and WGs ... guess that will avoid the default 2 gating of zerg. I don't 6 pool but hope that won't become an issue. We will have to see what this does, if it promotes more econ games I like it,

Stalkers are a fix not a nerf, up the rocks was silly, and if you can't out macro an enemy confined to 1 island location, you deserve to lose lol. Blink seems to otherwise work as normal.

Terran:

Nothing much changed, slightly smarter AI probably isn't a bad thing.
chieftan
Profile Joined July 2010
United States62 Posts
July 08 2010 13:59 GMT
#282
On July 08 2010 21:59 arb wrote:
Show nested quote +
On July 08 2010 21:51 Liquid`Jinro wrote:
On July 08 2010 21:39 arb wrote:
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not

I think the no patience is a follow up remark? I'm not sure tho, I'll test when SC2 starts working...

Well when i did play terran you clicked them they said
"No patience for shitting around"

This time when Psy clicked it they just said
"No patience"

Test when it works unless someone else can now.


The siege tanks say both "no patience for shitting around" and "no patience", same as before...
"my mental vagina gets soaked just to think about sending minerals to a computer ally. I'd truly do that all day if i was allowed to. just mine and send without getting a thx." - Comrade
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 14:04 GMT
#283
On July 08 2010 22:59 chieftan wrote:
Show nested quote +
On July 08 2010 21:59 arb wrote:
On July 08 2010 21:51 Liquid`Jinro wrote:
On July 08 2010 21:39 arb wrote:
Was watching Psyonics stream and.. did they remove the siege tank saying

"No patience for shitting around" ?

He just said "No Patience" i hope not

I think the no patience is a follow up remark? I'm not sure tho, I'll test when SC2 starts working...

Well when i did play terran you clicked them they said
"No patience for shitting around"

This time when Psy clicked it they just said
"No patience"

Test when it works unless someone else can now.


The siege tanks say both "no patience for shitting around" and "no patience", same as before...

ahh okay i only noticed them saying the first, never a shortened version of it
Artillery spawned from the forges of Hell
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 14:23:36
July 08 2010 14:04 GMT
#284
wait are these notes actually 100% true and legit? this zealot change is absolutely huge, wow so uncalled for

absolutely love the cooldown over weapon change, also like the critters, they will give a nice touch to maps

im never gonna build a reaper again <.< )

edit: nvm xD
Progamerpls no copy pasterino
Aikin
Profile Joined April 2010
Austria532 Posts
July 08 2010 14:14 GMT
#285
What??? Is the zealot build time legit? If so why are they doing huge changes without listing them in the patch notes. I mean ~15% longer build time out of the blue.

The storm cooldown would be n1 if its true because it just sucked having templers with energy and cooldown die.

Infestors throwing terrans while burrowed sounds pretty cool tough. If infested teranns last longer it can be nice to spam some in a big fight. Its like getting marins with +2(well no stim) and you can get out 8 of a full infestor n1.
[A]dmiral Bulldog | Naniwa | [A]lliance
Xeken
Profile Joined May 2010
United States77 Posts
July 08 2010 14:17 GMT
#286
I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-07-08 14:22:10
July 08 2010 14:20 GMT
#287
On July 08 2010 22:56 Illva wrote:
The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.

Defending unwanted glitches, nothing is to silly to post right?

On July 08 2010 23:17 Xeken wrote:
I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.

Hm interesting, someone should test this. I'm predicting we're gonna be seeing quite a lot from the ultralisk.
here i am
CauthonLuck
Profile Joined July 2009
United States93 Posts
July 08 2010 14:24 GMT
#288
On July 08 2010 18:52 krell wrote:
I believe the barracks build time has been increased to 65. (I'm 90% sure it was 60 before). I noted some other small changes:



Yea, I'm pretty sure it was 60 as well. I noticed all my timings were way off in the early game.
+5 sec on rax
-5 sec on pool
6 pool rebirth?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2010-07-08 14:30:29
July 08 2010 14:29 GMT
#289
Eh critter without parasite spell

I just loved to parasite those criters in sc1 and have vision all over the map
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 14:35 GMT
#290
Spawning pool is still 65, Barracks have increased to 65.
Ultras get +2 and +2 vs armored per upgrade, instead of +3 per upgrade.
I'll call Nada.
FecalFrown
Profile Joined June 2010
215 Posts
July 08 2010 14:37 GMT
#291
The control groups are different now. If you have made a control group, you cant just overwrite it by selecting other units and hitting shift - #, it will simply add those units to that control group.

Its pretty obnoxious, I don't know if thats intended or what...
Sixes
Profile Joined July 2010
Canada1123 Posts
July 08 2010 14:38 GMT
#292
On July 08 2010 23:24 CauthonLuck wrote:
Show nested quote +
On July 08 2010 18:52 krell wrote:
I believe the barracks build time has been increased to 65. (I'm 90% sure it was 60 before). I noted some other small changes:



Yea, I'm pretty sure it was 60 as well. I noticed all my timings were way off in the early game.
+5 sec on rax
-5 sec on pool
6 pool rebirth?


Not against terran I don't think, you can probably still wall (or just maybe just micro a few SCVs over). Remember that if you don't instantly die to a 6pool, you win.

Against protoss it could be an issue ...

Though really, just thumbs down Steppes of War and the other 1 or 2 maps where it is actually possible (long rush distances or 4 spawn locations make 6 pool void).
skYfiVe
Profile Joined April 2010
United States382 Posts
July 08 2010 14:38 GMT
#293
On July 08 2010 23:37 FecalFrown wrote:
The control groups are different now. If you have made a control group, you cant just overwrite it by selecting other units and hitting shift - #, it will simply add those units to that control group.

Its pretty obnoxious, I don't know if thats intended or what...


Been that way, its control - # to make a control group/overwrite it.
"1baseiwa"
Rkie
Profile Blog Joined October 2009
United States1278 Posts
July 08 2010 14:42 GMT
#294
that means pandabearguy is back? yay!
Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 08 2010 14:44 GMT
#295
On July 08 2010 18:31 Klockan3 wrote:
Guys, the only thing that was fixed with the stalker was that they removed this bug:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123178

They can still blink over anything as long as they are in range, it was bugged before so that you could blink further than you should be able to.

Here you can see:
http://www.youtube.com/watch?v=7zhSwLdZwZE&fmt=22

I must disagree with you. The island on Scrap Station is a very short blink distance from the bottom base, but I was not able to enter it. The distance is as short as a regular (on land) stalker blink, and I should have been able to get at least one stalker up there. I think they specifically made the edges of that island into a "no-Blink zone".

How is Protoss supposed to break a Terran turtling on an island with mass Vikings now? I guess mass VRs is my only option...
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
kAz3
Profile Joined July 2010
United States56 Posts
July 08 2010 14:46 GMT
#296
On July 08 2010 14:41 EssayReader wrote:
Confirmed: Spawning Pool's building time is now 60 seconds (hence some of you may be seeing 88 gas instead of 100 gas when going 14gas/14pool since I did that too).


how long did the pool take before? 65?
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 14:49 GMT
#297
Unless there's 2 different new patches, the spawning pool buildtime is still 65 seconds.
I'll call Nada.
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 14:49 GMT
#298
+5 on reaper AND barracks? Why? It's a sad excuse of a unit now.
Maybe there's some changes to it or it's upgrade that went unnoticed?
Uhh Negative
Profile Joined May 2010
United States1090 Posts
July 08 2010 14:50 GMT
#299
Update your roach patch changes. The hotkeys were NOT switched. Only the icons were switched. G is still Glial Reconstitution and T is still Tunneling claws.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
July 08 2010 14:51 GMT
#300
I've recognized a few new fonts. In tool tips for example.
¯\_(ツ)_/¯
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-08 14:58:45
July 08 2010 14:51 GMT
#301
On July 08 2010 23:49 InRaged wrote:
+5 on reaper AND barracks? Why? It's a sad excuse of a unit now.
Maybe there's some changes to it or it's upgrade that went unnoticed?

Have you ever tried dealing with a proxy 8rax or whatever the equivalent is now as protoss?

Reapers come in so fast its hard not to lose quite a few probes to them unless terran fucks up something major

EDIT : Can anyone confirm that vs the standard proxy reaper its possible to have a stalker(chronod?) out in time to stop it?
Or do you still have to get a zealot also
Artillery spawned from the forges of Hell
Sealteam
Profile Blog Joined April 2010
Australia296 Posts
July 08 2010 14:52 GMT
#302
Blizzard: Hey guys here's the patchnotes LOLNOTRLY.

Yeah fairly useless post but really... So many unmentioned changes really does seem a little rude. I'm sure someone at blizzard was taking notes or was it an opportunity for programmers to make their own balance changes and hope noone noticed?

Anyway I'm pretty happy with the changes, mentioned and not. I don't NP anyway.
terranghost
Profile Joined May 2010
United States980 Posts
July 08 2010 14:55 GMT
#303
On July 08 2010 12:49 SarcasticOne wrote:
Show nested quote +
On July 08 2010 12:46 Sputty wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.

Show nested quote +
On July 08 2010 12:48 Sputty wrote:
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying

i know how is used to work... but we cant tab from techlab -> reactor -> no add-on now?
that means we almost need to have all tech labs in one group, reactors/no addons in another...
sounds like this forces us to build marauders/ghosts first, else they get built behind marines...


This seems like it just will be annyoying right. Of course I'm assuming it still lets you tab to completely different structure. Let me explain that.
Previously I would have all production buildings in the same control group, 9 for example.
I push 9 and all of them show up but reactor tech appears first push tab then get reactor rax than again tech factory. (so on and so forth)

Now the way I read it when I push 9 all production buildings will still display but all raxes wether it has an addon or not, will be selected. So the way I see you having to do it now is have one hotkey for all reactor and vanilla buildings and one for everything with a techlab.

The real question I guess I'm getting at is does tabbing not work at all anymore?

On July 08 2010 12:53 DeCoup wrote:
So with 5 rax (2 tech lab, 2 reactor, 1 no addon) I just press 4 (to select them) then ddaaaaa and I will get the 2 marauders are 5 marines? And if I press aaaaadd I will still get 5 marines and 2 marauders? That sounds like an improvement to me.

If this is indeed how it works then that is great but thats not how it reads to me

On July 08 2010 12:52 torm wrote:
Show nested quote +
On July 08 2010 12:50 Subversion wrote:
Wait, did neural parasite just get a huge nerf?


a nerf yes, however not necessarily a HUGE nerf. it just means that its not an instant GG if you neural parasite 10 thors.


Even as a terran player I would be up for increasing the time for NP thats just my thoughts.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 15:08 GMT
#304
I am also interested in how tabbing works with multiple types of buildings selected... that could be strange.

Also what about OC/PF/CC in one command group? thats sort of like an add-on so is it treated the same way?
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 08 2010 15:20 GMT
#305
On July 08 2010 12:48 Sputty wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying


I haven't tested it yet. Can you not just say, I have 4 barracks with tech labs, and 4 barracks with reactors... so I will always build 4 marauders first then start building marines. ? If it works that way cleanly, it sounds better to me than the old way. And if it is that way it does force you to build tech units first, but that makes more sense because if you only need two marauders and the rest marines, you can still do that cleanly with the new system. Damn now I need to go test it out.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 15:21 GMT
#306
Just FYI: the old replay speeds were Slow Normal Fast Faster Fasterx3 Fasterx6.
Moderator
Illva
Profile Joined May 2010
Sweden137 Posts
July 08 2010 15:22 GMT
#307
On July 08 2010 23:20 wintergt wrote:
Show nested quote +
On July 08 2010 22:56 Illva wrote:
The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.

Defending unwanted glitches, nothing is to silly to post right?

Show nested quote +
On July 08 2010 23:17 Xeken wrote:
I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.

Hm interesting, someone should test this. I'm predicting we're gonna be seeing quite a lot from the ultralisk.


Unwanted glitch? It is in NO WAY, a glitch. Its simply making smart use of a mechanic. If the rocks were square and no part of the ramp was visible I would agree that it didnt make sence but they arnt. By your logic you shouldnt be able to blink up normal ramps either if you dont hit the dead center? I mean, making the top corners unblinkable makes alot more sence..
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 08 2010 15:24 GMT
#308
The zealot nerf can't be true. 120% build time is just stupid. Way to ruin protoss even more.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
July 08 2010 15:24 GMT
#309
That is a HUGE nerf to blink. Don't even think its worth researching anymore
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 15:29 GMT
#310
On July 09 2010 00:20 Blacklizard wrote:
I haven't tested it yet. Can you not just say, I have 4 barracks with tech labs, and 4 barracks with reactors... so I will always build 4 marauders first then start building marines. ? If it works that way cleanly, it sounds better to me than the old way. And if it is that way it does force you to build tech units first, but that makes more sense because if you only need two marauders and the rest marines, you can still do that cleanly with the new system. Damn now I need to go test it out.

But the issue comes up if say, I have 4 tech lab rax and 4 reactor rax and I want to build 3 marauders and then 8 rines from my reactor rax, there's no clean way to skip that one rax with a tech lab.

While you could argue that the marine gets built either way, it is not a good use of tech lab rax time as you may want to cue a reaper or ghost out of it sometime before your next macro cycle in reaction to something.

It just seems sloppy honestly, having different add-ons act as different building types made alot of sense from a macro-management perspective...
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 15:30 GMT
#311
They just need to fix the initial queue. It queues 1 unit at each building first and then 2 unit at reactors and 1 at each other building, while the latter should always be the case.
I'll call Nada.
Chriamon
Profile Joined April 2010
United States886 Posts
July 08 2010 15:32 GMT
#312
On July 08 2010 23:51 cocosoft wrote:
I've recognized a few new fonts. In tool tips for example.

Yea, they weren't done very well either. The numbers are waay to big for one (compared to before). When a unit completes, the number completed takes up like 1/2 the icon.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 15:34 GMT
#313
On July 08 2010 15:25 Intropy wrote:
Roaches not burrowing under FF is pretty huge imo. Definitely ridiculous change, now Hydra is the only core unit that can effectively deal with FF midgame.


In my opinion, the biggest of the silent nerfs. Flabbergasting change. Makes no sense whatsoever.

I'm not a huge fan of the NP nerf either, but I'll have to see how that one turns out. Zerg really doesn't need a lot of nerfs right now, esp. against mech.
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 15:35 GMT
#314
arb, I do agree that reaper was broken before, but this fix is as good as throwing reaper out of the game. I just don't believe they would ever change reaper like that. There just ought to be something else o_o
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 15:39 GMT
#315
They should make them require the academy or something and buff their stats(like halve the gas cost). This way they can't be imba in rushes, while they'll be useful later in the game.
I'll call Nada.
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 15:40 GMT
#316
Yeah, absolutely nobody used the Reaper for anything but early harass, and now that's even harder?

The Reaper really went from a very interesting concept and unit to almost entirely useless pretty fast. If anything, the Reaper should be buffed with some sort of upgrade, making it viable mid-game.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-08 15:44:11
July 08 2010 15:42 GMT
#317
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore


It is.

I still use it to great success.

Stalkers were still the norm even before people started abusing island/rock blinks.

On July 09 2010 00:40 Orange Goblin wrote:
Yeah, absolutely nobody used the Reaper for anything but early harass, and now that's even harder?

The Reaper really went from a very interesting concept and unit to almost entirely useless pretty fast. If anything, the Reaper should be buffed with some sort of upgrade, making it viable mid-game.


The reaper does have an upgrade that makes it viable midgame.

They even halved the cost in one of the most recent Phase1 patches.
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
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
Last Edited: 2010-07-08 15:55:57
July 08 2010 15:47 GMT
#318
I can confirm that zealots have had 5 seconds added to their build time. Ridiculous.. no more two gating, and even one gate pressure has been limited. An attack with two or three zealots will come 10 and 15 seconds later respectively off of one gate. That is huge change this late into the beta and is likely to significantly alter the PvZ matchup.

The blink change is alright.. I've felt that blinking to high ground blocked by rocks and traversing long distances across chasms is a bit gimmicy.

But the fact that Blizzard didn't put any of these changes into patch note is also ridiculous.

Edit: I realized that because build times apply for the normal, not the faster, speed setting, a zealot doesn't actually build five seconds slower, and so the delayed attack times are incorrect. However it is still a significant nerf.
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
Orange Goblin
Profile Joined May 2010
218 Posts
Last Edited: 2010-07-08 15:56:21
July 08 2010 15:55 GMT
#319
To be fair, Zerg basically lost it's ability to dictate aggression early game after the big roach nerfs. I'm sure this is supposed to be some sort of evening out. Might work well. Two-gating against Z was pretty damn strong.

Oh, and come on. Reapers aren't viable mid-late game.
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 16:02 GMT
#320
So was the add-on selection system a terrible nightmare or is it still like that?
EnderCN
Profile Joined May 2010
United States499 Posts
July 08 2010 16:04 GMT
#321
Hallucinated Colossi no longer break force fields.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 08 2010 16:05 GMT
#322
Xel'Naga Towers appear as an eye on the minimap now.
Absence of evidence is not evidence of absence.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 08 2010 16:05 GMT
#323
On July 08 2010 22:56 Illva wrote:
What is going on at blizzard? Its kinda obv that all the "anoying" and slightly difficult things terran has to deal with gets fixed. I mean: Thor splash against muta, void ray range nerf, tech getting cheaper (like stim etc).

Doesnt anyone over there realise that terran might not be winning right now, but they are the race with by far the biggest potential. Its going to be all terran wins until HotS if they continue like this. I mean EMP alone is a cheaper, faster, longer range spell than feedback/storm and it does both in 1. Its unit can also attack and cloak.

The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.

I guess harassing is reserved for terran with tanks and their range towards steppes nat for example, reapers, cloaked banshee, viking landing etc. all which are alot earlier than anything that protoss can do like storm drop or maybe phoenix lift.

Two gate versus zerg was just fine, and tbh the only tactics that made the matchup balanced. Now its easy FE for zerg which means that their midgame push is going to overrun protoss.

The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?

Zerg/Terran domination until the expansion or possible even the protoss expansion. Im playing terran for sure. I feel so much more relaxed with knowing that if I scout well (reapers/scans etc) I can always get a strong counter.


mate, don't you realise that there's been like 1 week of playtime since tanks had their damage reduced by 20% ?

blizzard will not risk 'over nerfing'.

i agree that protoss are having a very hard time against terran, can't seem to find any high level replay where the protoss was able to get any control past the early game in that matchup... just exploit voidray until it's fixed i guess.
Keren
Profile Joined June 2010
United States67 Posts
July 08 2010 16:06 GMT
#324
The zealot nerf is absolutely retarded, pretty much makes PvZ on maps like Steppes unplayable if they decide they want a free win because even 10pylon-10gate with a chrono'd zealout is no where near done by the time a 6pool's set of lings arrive.
Jintetsu
Profile Joined May 2010
Sweden152 Posts
July 08 2010 16:14 GMT
#325
On July 08 2010 13:26 teamsolid wrote:
Show nested quote +
On July 08 2010 12:58 theDragoon wrote:
Critters are back! I just killed a bear at steppes of war.

Panda bear guy!


i was so waiting for someone to say that
http://www.alien-invasion.eu
abcd878787
Profile Joined May 2010
France29 Posts
Last Edited: 2010-07-08 16:18:33
July 08 2010 16:18 GMT
#326
Blizzard games patch notes always miss so many things ....

Why does the community has to find out all the changes ? ..........
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-08 16:31:56
July 08 2010 16:19 GMT
#327
On July 09 2010 01:06 Keren wrote:
The zealot nerf is absolutely retarded, pretty much makes PvZ on maps like Steppes unplayable if they decide they want a free win because even 10pylon-10gate with a chrono'd zealout is no where near done by the time a 6pool's set of lings arrive.

Indeed it was hard enough to win before, usually this would almost 100% be followed up by banelings that were almost impossible to stop

hopefully some silent zerg nerf has been done
And yes maybe nerfing the rax and the reaper was a bit extreme, they should have did one or the other imo
Artillery spawned from the forges of Hell
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 16:28 GMT
#328
The NP nerf is devistating for ZvT. More importantly, it makes no sense...it'd be one thing if it was just a spell that allowed the Infestor to run away or recast something else afterward...but it ties up the unit...there's no reason for any time limit, especially one that short. If it is to prevent abuse, it should be made to last 20-30 seconds, ensuring that any major battle finished.
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-07-08 16:34:59
July 08 2010 16:33 GMT
#329
I can't believe Blizzard would add 20% to the zealot cooldown time (or 15% to the build time) and not mention it in the patch notes. What's up with that?
Melt
Profile Joined May 2010
Switzerland281 Posts
July 08 2010 16:35 GMT
#330
On July 09 2010 01:18 abcd878787 wrote:
Blizzard games patch notes always miss so many things ....

Why does the community has to find out all the changes ? ..........


I think that they don't want to risk an overreaction of the community.

OR

the changes are bugs.


Postman
Profile Joined July 2010
United States269 Posts
July 08 2010 16:35 GMT
#331
Does NP really only last 12 seconds now? Because they even added in an achievement for warping in a zealot while playing zerg, which makes me think you're supposed to NP a probe and throw down a gateway.

Some of these changes seems bad, others seem downright idiotic.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
July 08 2010 16:36 GMT
#332
On July 09 2010 01:19 arb wrote:
Show nested quote +
On July 09 2010 01:06 Keren wrote:
The zealot nerf is absolutely retarded, pretty much makes PvZ on maps like Steppes unplayable if they decide they want a free win because even 10pylon-10gate with a chrono'd zealout is no where near done by the time a 6pool's set of lings arrive.

Indeed it was hard enough to win before, usually this would almost 100% be followed up by banelings that were almost impossible to stop

hopefully some silent zerg nerf has been done


dont see the huge problem. there is one map with close enough rush distances for it to even matter a tiny bit. and if you really really have such huge problems with it why not simply wall of?

do standart wall and if they really arive super early just do a fullblock with another pylon or stall the 5 secs with probes.

i really dont understand why people call "OMG UNBEATABLE IMBA!" before playing,testing or even thinking for a second about it.


and why should banelings after a 6pool be hard to stop in any way? do you realise how low the drone count and how late the gas is after a 6pool?

life of lively to live to life of full life thx to shield battery
Killver
Profile Joined May 2010
Austria88 Posts
July 08 2010 16:37 GMT
#333
Is the Zealot nerf really, really confirmed? If so it is such a hard nerf.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 08 2010 16:37 GMT
#334
On July 09 2010 01:28 Graven wrote:
The NP nerf is devistating for ZvT. More importantly, it makes no sense...it'd be one thing if it was just a spell that allowed the Infestor to run away or recast something else afterward...but it ties up the unit...there's no reason for any time limit, especially one that short. If it is to prevent abuse, it should be made to last 20-30 seconds, ensuring that any major battle finished.

They decided that infinity was too long, making it longer so that it would last until any major battles are over would be redundant.
Absence of evidence is not evidence of absence.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 16:39:48
July 08 2010 16:38 GMT
#335
pylon build field for protoss got a much cleaner animation, now its a blue circle instead of a filled blue circle

zerg creep seems to spread alittle spikier instead of a clean circle
Progamerpls no copy pasterino
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 16:40 GMT
#336
Confirmed that the only think about blink that was changed was the bug about blink range: they can still blink to unpathable areas as long as it is within range.

Also, the new MBS for terran is awesome except for the reactor bug where only one guy gets queued there until the tech labs are full.
theDragoon
Profile Joined June 2010
Canada307 Posts
July 08 2010 16:41 GMT
#337
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.
Silu
Profile Joined June 2010
Finland165 Posts
July 08 2010 16:42 GMT
#338
On July 09 2010 01:35 Postman wrote:
Does NP really only last 12 seconds now? Because they even added in an achievement for warping in a zealot while playing zerg, which makes me think you're supposed to NP a probe and throw down a gateway.


Or, you know, throw down a Nexus. Or first a Pylon and a Gateway with another NP. With an infinite NP that wouldn't really be much of an achievement

I don't really see what the big issue is with a duration after which the battle is decided anyway.
Noev
Profile Blog Joined January 2010
United States1105 Posts
July 08 2010 16:44 GMT
#339
I gotta say some of these changes i just don't get, but oh well i have yet to really get any games in so i can't speak from experience that they make that huge of a difference, i can agree with some of the other people here that the zealot time increase is going to make early game pvz so much harder, but im hoping that someone will find something clever to do to keep us alive or that the change won't be as dramatic as we all think
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 16:44 GMT
#340
On July 09 2010 01:18 abcd878787 wrote:
Blizzard games patch notes always miss so many things ....

Why does the community has to find out all the changes ? ..........


Because they threw Beta up as quickly as possible to step the bloodflow from RealID backlash.

Seriously. Think about the timing on how this all came up, and everything seemed to be bugged already.
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
Tresh
Profile Joined March 2010
Argentina68 Posts
July 08 2010 16:47 GMT
#341
On July 08 2010 19:11 ChaosShadow wrote:
You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.


Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.
Huh?
FTemplar
Profile Joined June 2010
Canada70 Posts
Last Edited: 2010-07-08 16:48:22
July 08 2010 16:48 GMT
#342
On July 08 2010 12:36 Zelniq wrote:
Overlord Generate Creep sound effect seems much quieter


I personally like this change, because sometimes i'd just select all my Overlords and start spewing creep but the sound of all overlords taking a dump in unison was too loud for the rest of the sound effects.
I have to vomit every 30 seconds, otherwise I don't feel so good.
Cajun2k1
Profile Joined May 2010
Netherlands399 Posts
July 08 2010 16:48 GMT
#343
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.
How can you kill, that which has no life?
Backpack
Profile Blog Joined March 2010
United States1776 Posts
Last Edited: 2010-07-08 16:50:07
July 08 2010 16:49 GMT
#344
On July 08 2010 17:08 lololol wrote:
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.

...

Really?

Why the hell do zealots need a nerf?
"You people need to just generally care a lot less about everything." -Zatic
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 16:50 GMT
#345
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.


Couldn't they always do that?
dogmeatstew
Profile Joined April 2010
Canada574 Posts
July 08 2010 16:50 GMT
#346
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.

And vikings have always been able to lift off when FG'd, this is probably intentional...
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 08 2010 16:51 GMT
#347
Nuke no longer requires an armory (confirm?)
Absence of evidence is not evidence of absence.
dbizzle
Profile Joined May 2010
United States395 Posts
July 08 2010 16:54 GMT
#348
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.
Silu
Profile Joined June 2010
Finland165 Posts
July 08 2010 16:55 GMT
#349
On July 09 2010 01:51 R0YAL wrote:
Nuke no longer requires an armory (confirm?)


Never required an Armory. Just a Factory (+ the Academy, obviously).
QibingZero
Profile Blog Joined June 2007
2611 Posts
July 08 2010 16:55 GMT
#350
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.
Oh, my eSports
pencilcase
Profile Joined September 2007
United States330 Posts
July 08 2010 16:55 GMT
#351
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore

Well blink stalkers in PVP are still just as awesome.
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 16:57 GMT
#352
On July 09 2010 01:50 dogmeatstew wrote:
Show nested quote +
On July 09 2010 01:48 Cajun2k1 wrote:
Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.

And vikings have always been able to lift off when FG'd, this is probably intentional...


I'm sure it might make sense, balancing-wise, but if getting off a FG means stopping things because of excessive fungal growth, then how on earth are those Vikings able to do a transformers-move and lift off? It's a bit strange. Blink makes sense, however.

But hey, it's the balancing that is important, not the logic of the units. Although it would be nice if both was intact after everything was said and done.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 16:57 GMT
#353
is it just me but hunter seeker missiles feel alot faster. man maybe im just forgetting the game on 1 month T.T raven cant outrun a missle lol
Progamerpls no copy pasterino
Back
Profile Joined May 2010
Canada505 Posts
Last Edited: 2010-07-08 16:58:13
July 08 2010 16:57 GMT
#354

Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.


LT islands are still in blink range apparently.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 16:58 GMT
#355
On July 09 2010 01:55 pencilcase wrote:
Show nested quote +
On July 09 2010 00:24 PanzerDragoon wrote:
That is a HUGE nerf to blink. Don't even think its worth researching anymore

Well blink stalkers in PVP are still just as awesome.

can still use it to snipe infestors(which is all i used it for anyway..)

I think people are blowing this nerf way out of proportion
Artillery spawned from the forges of Hell
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 16:59 GMT
#356
On July 09 2010 01:55 QibingZero wrote:
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.


Really now, how is Zerg not factored in? Just because you can't always dictate the game from the get-go doesn't mean that it's broken.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 08 2010 16:59 GMT
#357
On July 09 2010 01:55 QibingZero wrote:
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Zealots have been fine forever though XD why nerf them now and screw up everyones timings?
"You people need to just generally care a lot less about everything." -Zatic
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 17:00 GMT
#358
On July 09 2010 01:47 Tresh wrote:
Show nested quote +
On July 08 2010 19:11 ChaosShadow wrote:
You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.


Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.


Not in Patch 15, you didn't.
Moderator
Dance.jhu
Profile Blog Joined May 2010
United States292 Posts
July 08 2010 17:01 GMT
#359
why would they change larvae not showing up in replays? That use to be really useful to know, and I don't think it hurt anything
It is what it is...
zyvox
Profile Joined June 2010
United States32 Posts
July 08 2010 17:02 GMT
#360
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF
Noev
Profile Blog Joined January 2010
United States1105 Posts
July 08 2010 17:03 GMT
#361
Not sure if anyone else has posted it yet, but in game when the cursor is over unit and it now not only shows mineral cost gas cost and build time but it also says if it attacks ground only air only or both
DC Elite
Profile Joined May 2010
United States152 Posts
July 08 2010 17:04 GMT
#362
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


In the heat of battle, burrow moving the roaches was always good for the regen and also to pop up under the colossus. Random forcefields prevent this now, which burrow should logically be able to go under.
EnderCN
Profile Joined May 2010
United States499 Posts
July 08 2010 17:04 GMT
#363
I highly doubt the zealot nerf had anything to do with Terran who are already very strong against Protoss. It is almost certainly because of early Zealot pressure against Zerg.
Erucious
Profile Joined March 2010
Norway393 Posts
July 08 2010 17:05 GMT
#364
On July 09 2010 02:02 zyvox wrote:
Show nested quote +
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense
I'm Norwegian/Dutch. Just the awesome parts of them though :D
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 17:06 GMT
#365
On July 09 2010 01:37 R0YAL wrote:
Show nested quote +
On July 09 2010 01:28 Graven wrote:
The NP nerf is devistating for ZvT. More importantly, it makes no sense...it'd be one thing if it was just a spell that allowed the Infestor to run away or recast something else afterward...but it ties up the unit...there's no reason for any time limit, especially one that short. If it is to prevent abuse, it should be made to last 20-30 seconds, ensuring that any major battle finished.

They decided that infinity was too long, making it longer so that it would last until any major battles are over would be redundant.


Not at all...it would prevent someone NP'ing and unit and leaving it their base indefinetely...or stealing a drop ship and then waiting a few minutes for your army to get to the point and kill it.
ZergTurd
Profile Joined June 2010
83 Posts
July 08 2010 17:07 GMT
#366
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
July 08 2010 17:09 GMT
#367
I welcome the zealot nerf

Also dont like that roaches cant burrow underneath FF anymore, they move slow as hell when burred and its not like observers are unavailable at the point where roach burrow comes into play, ultralisks are though.
..
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:23:33
July 08 2010 17:10 GMT
#368
Someone mentioned WG -> GW now takes 10 seconds, instead of 3. Is that confirmed? Coupled with the Zealot build time nerf that really fucks up the cool swapping trick

Edit: Yup, later posts confirmed it takes 10s to switch (both directions), and the cooldown is paused when its not in WG form.

BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
July 08 2010 17:11 GMT
#369
On July 09 2010 02:07 ZergTurd wrote:
Show nested quote +
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.



agree. but i also think they should put evrything that affects gameplay in the patch notes.
life of lively to live to life of full life thx to shield battery
magKuz
Profile Joined July 2010
Sweden7 Posts
July 08 2010 17:11 GMT
#370
So roaches are no longer able to burrow under FF, but can infestors do that?

would make sence if they couldn't but just want confirmation
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
July 08 2010 17:14 GMT
#371
On July 09 2010 02:07 ZergTurd wrote:
Show nested quote +
On July 09 2010 01:41 theDragoon wrote:
I just don't appreciate how they changed so much without telling us in the patch notes. I thought the game was pretty well balanced pre-phase 2 and these changes may disrupt the balance.


They're trying new things. It's a beta. They'll keep making changes for the next yr+.


To be honest

they could try new things after retail release too. It's just for the past couple of months, they could've like drastically changed a race and see how they fare and try things from that.

But haven't really done anything super drastically, other then huge balance changes and thats it. They could've add more units, less units, replace, swap, remove, yada yada but no, they just keep things how they were and modify it.
Aiyeeeee
Foreplay
Profile Joined May 2008
United States1154 Posts
July 08 2010 17:18 GMT
#372
i don't know if its just me but speed roaches seem to move slower off creep than they used to.
Better than Pokebunny
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
July 08 2010 17:19 GMT
#373
So much to be fixed...i bet more than half of these unlisted changes are bugs/mistakes -_-'...
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:30:07
July 08 2010 17:29 GMT
#374
Certainly makes you wonder if these were some tweaks they tested internally since Phase 1 ended and they accidentally threw it into Patch 16.

The Zealot nerf alone scares the living shit out of me. PvZ on a map like Steppes is going to be dreadful.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
July 08 2010 17:30 GMT
#375
not sure if this has been said but it seems as though u dont have to restart sc when making graphical changes and when a teammate leaves in a 2v2 or 3v3 or 4v4, the resources will be split between the remaining players
Long live BroodWar!
TUski
Profile Joined April 2010
United States1258 Posts
July 08 2010 17:34 GMT
#376
Roaches can no longer move under Force Fields while burrowed!!!!


tl;dr

What about infestors?
"There is nothing more cool than being proud of the things that you love." - Day[9]
TimeToPractice!
Profile Joined January 2010
United States105 Posts
July 08 2010 17:36 GMT
#377
If the zealot nerf stays - which by the way... Why in the world would they even do that? The two-gate pressure vs zerg was just that... pressure. Roaches totally nullify it anyway.

But it really kills my ability to hold off the mid-game timing push with marine/marauder/ghost. Marauder has a 30 second build time, what the hell? This was already a brutal timing push they pulled off, going to be even more difficult to handle now.

Blizzard doesn't make sense. The community (including the TL community) voted Terran as the most OP race, so what happens? PROTOSS NERFS. When a thread on TL was bumped asking users which race they thought was most powerful, 400 votes went to Terran while only 150 were divided between the other two.

Fucking Terran. Will Blizzard get what's going on when 60% of diamond users eventually switch to Terran? Already started to happen near the end of phase 1.
425-298 cumulative record in the beta. 49-26 record in retail. Account: Practice
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
July 08 2010 17:39 GMT
#378
Dear god wtf I need to log in to be able to use map editor? What the fuck?
I hoped they would add offline option in the 2nd phase...

I've noticed something else in ZealousD's video - transporters no longer clump above single point when told to unload, I'm pretty sure they always had to.
I wonder if there is trick similar to BW clicking unload on top of transporters so they can do this while moving?
wwww
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:40:48
July 08 2010 17:40 GMT
#379
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?
zyvox
Profile Joined June 2010
United States32 Posts
July 08 2010 17:42 GMT
#380
On July 09 2010 02:05 Erucious wrote:
Show nested quote +
On July 09 2010 02:02 zyvox wrote:
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense


oh i was just explaining why burrowing under FF is useful. i totally agree with you that roaches should be able to move underneath.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 17:42 GMT
#381
On July 09 2010 02:42 zyvox wrote:
Show nested quote +
On July 09 2010 02:05 Erucious wrote:
On July 09 2010 02:02 zyvox wrote:
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense


oh i was just explaining why burrowing under FF is useful. i totally agree with you that roaches should be able to move underneath.


GAWD, ITS NOT LIKE WE CAN BRING A DETECTOR WITH OUR ARMY TO SPOT THEM

Oh wait...

Yeah, as a Protoss player, its dumb.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
July 08 2010 17:47 GMT
#382
- Roaches can't move under Force Fields.

Roaches can move under Supply Depots that have been dropped. They can't move under Supply Depots that have been raised. Coincidence? If you can move over the terrain regularly, you can burrow move under the terrain. Ever wonder why you can't burrow move under Destructible rocks?

- No Patch Notes.

They only show the most recent Patch Notes. Over the month that passed, I'm going to bet that there were 5 or 6 Patch Notes. Are they really going to post all 5 or 6 of them? especially if they overlap? No.
There is no one like you in the universe.
TimeToPractice!
Profile Joined January 2010
United States105 Posts
July 08 2010 17:48 GMT
#383
On July 09 2010 02:40 Bibdy wrote:
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?


You'd think if it were just that... they wouldn't of nerfed the cooldown period for a zealot warping in though - because you dont have to match zealots anymore after that early game.
425-298 cumulative record in the beta. 49-26 record in retail. Account: Practice
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 17:54:16
July 08 2010 17:50 GMT
#384
On July 09 2010 02:48 TimeToPractice! wrote:
Show nested quote +
On July 09 2010 02:40 Bibdy wrote:
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?


You'd think if it were just that... they wouldn't of nerfed the cooldown period for a zealot warping in though - because you dont have to match zealots anymore after that early game.


Its in the period prior to Warp-Gate tech. If someone 2-Gates you, you have to build another Gateway yourself, quickly, make a choke out of the buildings and either try to match the Zealot count, get a Cannon (hah), or bee-line for Stalkers/Sentries.

The Zealot build time nerf would make it easier to get Stalkers/Sentries out before there's a critical mass number of Zealots smashing down your front door.
Nybb
Profile Joined July 2010
Canada13 Posts
Last Edited: 2010-07-08 17:56:32
July 08 2010 17:55 GMT
#385
So Zealots take longer to make, you can't do the re-gating thing, you can't do cool tricks with Blink any more, and you can't use Hallucinations to break enemy FFs, while the Voidray target-spam damage boost thing now works if they are charged? I guess they just really want Protoss to make Voidrays every game :/

I honestly really love the critters though. And the fact that they are actively improving the graphics is awesome.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
July 08 2010 17:56 GMT
#386
On July 09 2010 02:47 vica wrote:
- Roaches can't move under Force Fields.

Roaches can move under Supply Depots that have been dropped. They can't move under Supply Depots that have been raised. Coincidence? If you can move over the terrain regularly, you can burrow move under the terrain. Ever wonder why you can't burrow move under Destructible rocks?

- No Patch Notes.

They only show the most recent Patch Notes. Over the month that passed, I'm going to bet that there were 5 or 6 Patch Notes. Are they really going to post all 5 or 6 of them? especially if they overlap? No.

Who cares how many there are? I can understand critters not being listed but things like NP nerf or times to make a unit or building? Blink fix is significant too.
I don't understand how can they not include those, I can only guess they made it too automated for themselves.
wwww
Jokah
Profile Joined April 2010
United Kingdom74 Posts
Last Edited: 2010-07-08 17:59:38
July 08 2010 17:57 GMT
#387
On July 08 2010 12:36 Zelniq wrote:

There have been rumors that Spawning Pools build faster now, but according to my tests, I can confirm it is still exactly 65 in-game seconds same as always.



I believe this rumor came about because people were noticing they didn't have enough gas while trying to time zergling speed upgrade for when spawning pool finishes.

Could it be that refinery now takes longer to build? I'm on EU so I cant check myself.

I mention this because people are asking where zergs early game nerf is. This could be it.
I've been quoted as saying "I don't like quotes".
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 17:58 GMT
#388

- No Patch Notes.

They only show the most recent Patch Notes. Over the month that passed, I'm going to bet that there were 5 or 6 Patch Notes. Are they really going to post all 5 or 6 of them? especially if they overlap? No.


Of course they should. Someone at Blizzard should know exactly what has changed since the end of phase 1. The patch notes they posted are worthless.
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 17:58 GMT
#389
On July 09 2010 02:05 Erucious wrote:
Show nested quote +
On July 09 2010 02:02 zyvox wrote:
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense


A thousand times this.
TimeToPractice!
Profile Joined January 2010
United States105 Posts
July 08 2010 17:58 GMT
#390
On July 09 2010 02:50 Bibdy wrote:
Show nested quote +
On July 09 2010 02:48 TimeToPractice! wrote:
On July 09 2010 02:40 Bibdy wrote:
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?


You'd think if it were just that... they wouldn't of nerfed the cooldown period for a zealot warping in though - because you dont have to match zealots anymore after that early game.


Its in the period prior to Warp-Gate tech. If someone 2-Gates you, you have to build another Gateway yourself, quickly, make a choke out of the buildings and either try to match the Zealot count, get a Cannon (hah), or bee-line for Stalkers/Sentries.

The Zealot build time nerf would make it easier to get Stalkers/Sentries out before there's a critical mass number of Zealots smashing down your front door.


Right, I think that'd be some kind of justification if only the build time inside of the gateway was nerfed, but to also nerf the build time of zealots warping in from warp gates goes beyond the early-game zealot matching.
425-298 cumulative record in the beta. 49-26 record in retail. Account: Practice
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 17:59 GMT
#391
On July 09 2010 02:57 Jokah wrote:
Show nested quote +
On July 08 2010 12:36 Zelniq wrote:

There have been rumors that Spawning Pools build faster now, but according to my tests, I can confirm it is still exactly 65 in-game seconds same as always.



I believe this rumor came about because people were noticing they didn't have enough gas while trying to time zergling speed upgrade for when spawning pool finishes.

Could it be that refinery now takes longer to build? I'm on EU so I cant check myself.


They might have noticed it, because their 6Pools are smashing through Protoss doorways much easier now that the first Zealot shows up 5 seconds later
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 18:02 GMT
#392
On July 09 2010 02:58 TimeToPractice! wrote:
Show nested quote +
On July 09 2010 02:50 Bibdy wrote:
On July 09 2010 02:48 TimeToPractice! wrote:
On July 09 2010 02:40 Bibdy wrote:
I remember reading about a month ago on here, someone mentioned that Browder said (who's friend's cousin's former roommate who once went on a date with Kevin Bacon, said...) they were looking into PvP and the problem that you needed to match your opponent's number of gateways early in the game, or you had a massive chance of losing.

I think the Zealot nerf is a result of that, and the Reaper/Barracks build time change a result of that...did they forget about Zerg or something?


You'd think if it were just that... they wouldn't of nerfed the cooldown period for a zealot warping in though - because you dont have to match zealots anymore after that early game.


Its in the period prior to Warp-Gate tech. If someone 2-Gates you, you have to build another Gateway yourself, quickly, make a choke out of the buildings and either try to match the Zealot count, get a Cannon (hah), or bee-line for Stalkers/Sentries.

The Zealot build time nerf would make it easier to get Stalkers/Sentries out before there's a critical mass number of Zealots smashing down your front door.


Right, I think that'd be some kind of justification if only the build time inside of the gateway was nerfed, but to also nerf the build time of zealots warping in from warp gates goes beyond the early-game zealot matching.


Oh, I see what you mean. Yeah, its a bit heavy handed, but the general rule for Warp Gate cooldowns is the original cooldown minus 10 seconds, so you'd lose some consistency...but, you know Blizzard. They've clung to one ruleset for PvP and PvE in WoW, even though its made it a nightmare for both, just because they want consistency.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
July 08 2010 18:08 GMT
#393
marine shield upgrade icon has been changed
the smoke in the bases of metalopolis is much larger now
the shape of the smoke on scrap station was changed also, but it seems to be aesthetic rather than functional change
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
July 08 2010 18:09 GMT
#394
On July 09 2010 02:36 TimeToPractice! wrote:
If the zealot nerf stays - which by the way... Why in the world would they even do that? The two-gate pressure vs zerg was just that... pressure. Roaches totally nullify it anyway.

But it really kills my ability to hold off the mid-game timing push with marine/marauder/ghost. Marauder has a 30 second build time, what the hell? This was already a brutal timing push they pulled off, going to be even more difficult to handle now.

Blizzard doesn't make sense. The community (including the TL community) voted Terran as the most OP race, so what happens? PROTOSS NERFS. When a thread on TL was bumped asking users which race they thought was most powerful, 400 votes went to Terran while only 150 were divided between the other two.

Fucking Terran. Will Blizzard get what's going on when 60% of diamond users eventually switch to Terran? Already started to happen near the end of phase 1.

This annoys me quite a bit. Numbers say terran is struggling, so naturally they get buffed. I do think Terran still has great potential, but so do zerg and protoss. If the time comes that terran starts to pull ahead of the other 2 races, I'm sure Blizzard will take actions against Terran just like they have been trying to do infavour of Terran.

The zealot nerf really surprises me. I play terran so I haven't done ZvP, but was the 2gate preassure really that harsh that zerg couldn't hold it enough to have gained macro advantage? This seems like quite a huge change, changing all MUs and timings where P is involved...
The NP nerf also catches me a bit offguard, I think 12 sec is a bit to short, 15-20sec I reckon would be better time.
I don't fancy reapers much and therefor normally don't proxy early reapers, so I just wonder if they were really that good that they needed a nerf... The few times I've actually done it, the stalker could come out early enough to make the harrash not worth it, depending on the micro of both players. Not done it vZ so yer dunno about that MU.
The infested terran buff might become a bit interesting. That being said, I wonder if double FGing mineral line wont always be better than dropping down 6 infested terrans.
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-07-08 18:17:46
July 08 2010 18:09 GMT
#395
Baneling model changed: now have more of your color (if you're blue it's more blue).
^ I think this is awesome! It looks great on my... custom low/medium setting

Ultras get +2 and +2 vs armored per upgrade, instead of +3 per upgrade.

Hum... that would really leave anti-small units for zerglings and baneling.
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol

Oh sht! I don't mind the transfusion coolddown, but omg will IdrA rage when he discovers that he can't creep out as fast! :O double the cooldown is a major nerf for those who wants to creep really fast, though it won't change that much the overall balance. Guess we just have to get used to it :/
Neural Parasite lasts about 12-ish in-game seconds.

I.. don't mind the 12 seconds duration because my infestors die anyway b4 that, but at least make it 75 energy or something, because now it just tells me that fungal growth >>> NP instead of FG > NP
Roaches can no longer move under Force Fields while burrowed!!!!
burrowing roach shenanigans with FF

Hum.. interesting, no more retreating for zerg, and no more sneaking through a FF... I think that'll mean more Ultra play IMO. And with the always frenzied ultras now, it's really powerful
Infested Terrans lasts 30 seconds (up from 20).
Infested Terran spell can now be cast while Infestor is Burrowed.

ohhh finally, this change is really something for small drops! without raven or scan, you can sneak into a tank line and spew infested terran all over.. wait have to check woot!

Overall good patch for zerg
koppik
Profile Joined April 2010
United States676 Posts
July 08 2010 18:10 GMT
#396
I can't check now, but http://forums.battle.net/thread.html?topicId=25626291217&sid=3000 <-- is just nonsense, right?
EnderCN
Profile Joined May 2010
United States499 Posts
July 08 2010 18:11 GMT
#397
On July 09 2010 02:58 Orange Goblin wrote:
Show nested quote +
On July 09 2010 02:05 Erucious wrote:
On July 09 2010 02:02 zyvox wrote:
On July 09 2010 01:54 dbizzle wrote:
A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.


its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF


so in a sense, forcefield is overpowered?

You are saying taht the protoss should be allowd to dictate the entire battle because they make sentries, but zerg arent when they upgrade their roaches?

This doesnt make sense


A thousand times this.


They can still dictate the battle with fungal growth though.
dhe95
Profile Blog Joined December 2008
United States1213 Posts
July 08 2010 18:11 GMT
#398
Cybernetics core costs 150 minerals now? or was it always like that
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 18:12 GMT
#399
On July 09 2010 03:09 Zarahtra wrote:
Show nested quote +
On July 09 2010 02:36 TimeToPractice! wrote:
If the zealot nerf stays - which by the way... Why in the world would they even do that? The two-gate pressure vs zerg was just that... pressure. Roaches totally nullify it anyway.

But it really kills my ability to hold off the mid-game timing push with marine/marauder/ghost. Marauder has a 30 second build time, what the hell? This was already a brutal timing push they pulled off, going to be even more difficult to handle now.

Blizzard doesn't make sense. The community (including the TL community) voted Terran as the most OP race, so what happens? PROTOSS NERFS. When a thread on TL was bumped asking users which race they thought was most powerful, 400 votes went to Terran while only 150 were divided between the other two.

Fucking Terran. Will Blizzard get what's going on when 60% of diamond users eventually switch to Terran? Already started to happen near the end of phase 1.

This annoys me quite a bit. Numbers say terran is struggling, so naturally they get buffed. I do think Terran still has great potential, but so do zerg and protoss. If the time comes that terran starts to pull ahead of the other 2 races, I'm sure Blizzard will take actions against Terran just like they have been trying to do infavour of Terran.

The zealot nerf really surprises me. I play terran so I haven't done ZvP, but was the 2gate preassure really that harsh that zerg couldn't hold it enough to have gained macro advantage? This seems like quite a huge change, changing all MUs and timings where P is involved...
The NP nerf also catches me a bit offguard, I think 12 sec is a bit to short, 15-20sec I reckon would be better time.
I don't fancy reapers much and therefor normally don't proxy early reapers, so I just wonder if they were really that good that they needed a nerf... The few times I've actually done it, the stalker could come out early enough to make the harrash not worth it, depending on the micro of both players. Not done it vZ so yer dunno about that MU.
The infested terran buff might become a bit interesting. That being said, I wonder if double FGing mineral line wont always be better than dropping down 6 infested terrans.


What numbers? I swear to god if you quote the dev chat from back in fricking APRIL I will use all of the powers of RealID to find you and punch you up the bracket.
Chriamon
Profile Joined April 2010
United States886 Posts
Last Edited: 2010-07-08 18:13:08
July 08 2010 18:12 GMT
#400
On July 09 2010 03:09 firebound12 wrote:
Show nested quote +
Ultras get +2 and +2 vs armored per upgrade, instead of +3 per upgrade.

Hum... that would really leave anti-small units for zerglings and baneling.
Show nested quote +
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol

Oh sht! I don't mind the transfusion coolddown, but omg will IdrA rage when he discovers that he can't creep out as fast! :O double the cooldown is a major nerf for those who wants to creep really fast, though it won't change that much the overall balance. Guess we just have to get used to it :/
Show nested quote +
Neural Parasite lasts about 12-ish in-game seconds.

Show nested quote +

I.. don't mind the 12 seconds duration because my infestors die anyway b4 that, but at least make it 75 energy or something, because now it just tells me that fungal growth >>> NP instead of FG > NP
Roaches can no longer move under Force Fields while burrowed!!!!

Hum.. interesting, no more retreating for zerg, and no more sneaking through a FF... I think that'll mean more Ultra play IMO. And with the always frenzied ultras now, it's really powerful
Show nested quote +
Infested Terrans lasts 30 seconds (up from 20).
Infested Terran spell can now be cast while Infestor is Burrowed.

ohhh finally, this change is really something for small drops! without raven or scan, you can sneak into a tank line and spew infested terran all over.. wait have to check woot!

Overall good patch for zerg

lol what? good patch for vs zerg you mean... NP nerf was unfounded, roach nerf was ridiculous, rally change screws nydus over... What was good for z? a t3 unit was slightly buffed and thats it. Infested Terran is pointless, fungal is way better, ITs will never be used competitively. Buffing ultras doesn't help out if all of the midgame stuff is bad. Oh yea, and creep tumor nerf? wtf is that...
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 18:16 GMT
#401
On July 09 2010 03:11 dhe95 wrote:
Cybernetics core costs 150 minerals now? or was it always like that

always costed that

and people bitching about the baneling nerf are just trolls
i was watching psyonics stream as he killed banelings one at a time and they kept moving they DO NOT BLOW EACH OTHER UP
Artillery spawned from the forges of Hell
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 18:19:07
July 08 2010 18:16 GMT
#402
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down
Progamerpls no copy pasterino
vesicular
Profile Blog Joined March 2010
United States1310 Posts
July 08 2010 18:18 GMT
#403
On July 09 2010 01:59 Backpack wrote:
Show nested quote +
On July 09 2010 01:55 QibingZero wrote:
Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.


Zealots have been fine forever though XD why nerf them now and screw up everyones timings?


The game's not out yet, there are no such thing as "timings' yet.
STX Fighting!
firebound12
Profile Joined March 2010
Canada274 Posts
July 08 2010 18:19 GMT
#404
On July 09 2010 03:16 arb wrote:
and people bitching about the baneling nerf are just trolls
i was watching psyonics stream as he killed banelings one at a time and they kept moving they DO NOT BLOW EACH OTHER UP


Confirmed on the editor.
Why do ppl say those things :/
Nefra
Profile Joined May 2010
United Kingdom37 Posts
July 08 2010 18:19 GMT
#405
Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands) Someone confirmed this to be false


Just for clarification, where was the stalkers blinking to islands tested?

Looked back a bit but can't find the post, just mentioning as if it was Extinction then the islands there have a small ledge in between which is most definitely passable terrain seeing as you can even jump reapers down there then up on to the 'island'.
vesicular
Profile Blog Joined March 2010
United States1310 Posts
July 08 2010 18:20 GMT
#406
On July 09 2010 02:03 Noev wrote:
Not sure if anyone else has posted it yet, but in game when the cursor is over unit and it now not only shows mineral cost gas cost and build time but it also says if it attacks ground only air only or both


It's always said that.
STX Fighting!
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 18:21 GMT
#407
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?
Moderator
shutdown_exploded
Profile Joined June 2010
United States133 Posts
July 08 2010 18:24 GMT
#408
On July 09 2010 03:21 Excalibur_Z wrote:
Show nested quote +
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?


I don't quite understand what's being said.
now you can A-move and still get off fast shots on lings making hellion micro possible for us gold league guys?
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 18:24 GMT
#409
On July 09 2010 03:19 Nefra wrote:
Show nested quote +
Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands) Someone confirmed this to be false


Just for clarification, where was the stalkers blinking to islands tested?

Looked back a bit but can't find the post, just mentioning as if it was Extinction then the islands there have a small ledge in between which is most definitely passable terrain seeing as you can even jump reapers down there then up on to the 'island'.


There was a bug where Stalkers could Blink over impassable terrain much further than they could over solid ground. That was the only thing that was fixed. Because some people noticed they could no longer Blink over specific gaps, like islands on Metalopolis or gaps between bases on LT, they assumed it applied to everything.

So, in general, Blink is the same, you just can't erroneously Blink over certain abnormally large gaps anymore.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 18:26:25
July 08 2010 18:24 GMT
#410
On July 09 2010 03:21 Excalibur_Z wrote:
Show nested quote +
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier

found another thing

cargo interface stretches out icons to overtake the icons underneath it rather than removing icons and keeping same size of icons. so the cargo icons work like sc1 now
Progamerpls no copy pasterino
firebound12
Profile Joined March 2010
Canada274 Posts
July 08 2010 18:25 GMT
#411
On July 09 2010 03:12 Chriamon wrote:
Show nested quote +
On July 09 2010 03:09 firebound12 wrote:
Ultras get +2 and +2 vs armored per upgrade, instead of +3 per upgrade.

Hum... that would really leave anti-small units for zerglings and baneling.
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol

Oh sht! I don't mind the transfusion coolddown, but omg will IdrA rage when he discovers that he can't creep out as fast! :O double the cooldown is a major nerf for those who wants to creep really fast, though it won't change that much the overall balance. Guess we just have to get used to it :/
Neural Parasite lasts about 12-ish in-game seconds.


I.. don't mind the 12 seconds duration because my infestors die anyway b4 that, but at least make it 75 energy or something, because now it just tells me that fungal growth >>> NP instead of FG > NP
Roaches can no longer move under Force Fields while burrowed!!!!

Hum.. interesting, no more retreating for zerg, and no more sneaking through a FF... I think that'll mean more Ultra play IMO. And with the always frenzied ultras now, it's really powerful
Infested Terrans lasts 30 seconds (up from 20).
Infested Terran spell can now be cast while Infestor is Burrowed.

ohhh finally, this change is really something for small drops! without raven or scan, you can sneak into a tank line and spew infested terran all over.. wait have to check woot!

Overall good patch for zerg

lol what? good patch for vs zerg you mean... NP nerf was unfounded, roach nerf was ridiculous, rally change screws nydus over... What was good for z? a t3 unit was slightly buffed and thats it. Infested Terran is pointless, fungal is way better, ITs will never be used competitively. Buffing ultras doesn't help out if all of the midgame stuff is bad. Oh yea, and creep tumor nerf? wtf is that...


Well, calling a patch a nerf or buff is subjective sometimes Rally point change is good because you don't want to accidently attack your enemy. If you wanted to attack, then people have to micro better just like in scbw.

I have to disagree with your infested terran. Now since ITs can be shot from the underground, it makes a perfect zerg version of "zealot bomb". Good terran will scan it, and good zerg will try to abuse it.
Floophead_III
Profile Joined September 2009
United States1832 Posts
July 08 2010 18:25 GMT
#412
On July 09 2010 03:24 shutdown_exploded wrote:
Show nested quote +
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?


I don't quite understand what's being said.
now you can A-move and still get off fast shots on lings making hellion micro possible for us gold league guys?


I believe he's referring to the bug where if you amoved hellions vs lings they'd move into range then bug out and not fire, and then they'd do that over and over while chasing the lings. I think it locks targeting better now. Whether this affects microability remains to be seen from what I'm reading.
Half man, half bear, half pig.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-07-08 18:30:26
July 08 2010 18:26 GMT
#413
On July 09 2010 03:24 MorroW wrote:
Show nested quote +
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


so you mean the chasing thing?

when chasing nonspeed lings they actually shoot isntead of just stoping without doing anything aight?

great thing if its that.
life of lively to live to life of full life thx to shield battery
DrivE
Profile Blog Joined January 2010
United States2554 Posts
July 08 2010 18:27 GMT
#414
The watch towers aren't a big white spot of the minimap anymore; the icons are different.
LUCK IS NO EXCUSE
Knutzi
Profile Joined July 2009
Norway664 Posts
July 08 2010 18:27 GMT
#415
not sure if its new but i noticed that if you have dark templars in a group they now have diffrent icons showing if its a scyth dt or a psiblade wielding dt
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 18:28 GMT
#416
Sounds like they just Fire+Stop simultaneously, instead of Stop->Wait->Fire.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 08 2010 18:29 GMT
#417
God i'm not liking the constant removal of different little strategies and bugs that didn't throw balance way off.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 18:29 GMT
#418
On July 09 2010 03:26 BeMannerDuPenner wrote:
Show nested quote +
On July 09 2010 03:24 MorroW wrote:
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


so you mean the chasing thing?

chasing hunting w/e, same expression.
if u click a on a ling and the ling runs away the hellion will attack once its inrange and no cooldown, in beta phase 2 it would just stop and not attack

also found that units have drop animations rather than just appearing on the ground (they appear in the middle of the ground and the medivac/overlord then it falls the rest)
Progamerpls no copy pasterino
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 18:30 GMT
#419
On July 09 2010 03:24 MorroW wrote:
Show nested quote +
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =(
Moderator
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-07-08 18:33:24
July 08 2010 18:32 GMT
#420
I hope some of these changes are bugs. Seriously sounds like Blizzard severely nerfed both Protoss and Zerg, the two weakest races when compared to Terran. Honestly, I would have been expecting either buffs to these races, or nerfs to Terran. And lol at nerfing the Ultralisk when it was already not even as strong enough as it should be pre-patch.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
July 08 2010 18:33 GMT
#421
In regards to the seemingly new Pool / 100 gas timing, has anyone briefly checked to see if gas harvest rate is changed? This could explain the issue as well as be a subtle yet significant change to the game, not to mention easy to check using the income tab.

It could obviously also be an extractor build time change as suggested before, though I feel like the timing to know to put drones in gas is pretty clear cut, players with any significant number of games should be able to say it feels longer, or even just look at the tool tip and report the change. If it is a build time change is it just for zerg, or all gas harvesting buildings?

I also have a bit of concern over the increased zealot build time, not just because of 6 pools but because each additional zealot after that is also increasingly delayed, it seems to drastically affect most protoss openings regardless of type. Whether it was 2 gate pressure on zerg to get up an expansion, having adequate number of zealots to deal with an early marauder push, or a 3/4 warpgate push early/mid game. I'm likely overreacting but I'd sure feel more comfortable with 3 cycles of zealots instead of 2.42. Interestingly its a flat increase in build time across gateway/warpgate, so over the long run its less harmful to gateways than warpgates, but there is still no reason to choose gateway over warpgate if you're concerned about unit production.
Writer
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 18:36:03
July 08 2010 18:33 GMT
#422
On July 09 2010 03:30 Excalibur_Z wrote:
Show nested quote +
On July 09 2010 03:24 MorroW wrote:
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =(

i dont think hellions amoving zerglings/scv/probe/stalker, hell anything is a special situation. take 10 hellion vs 10 ling hunting/chasing with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off
Progamerpls no copy pasterino
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2010-07-08 18:39:01
July 08 2010 18:36 GMT
#423
On July 09 2010 03:30 Excalibur_Z wrote:
Show nested quote +
On July 09 2010 03:24 MorroW wrote:
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =(

I think he means that Hellions still do damage over time
wwww
firebound12
Profile Joined March 2010
Canada274 Posts
July 08 2010 18:36 GMT
#424
LOL

@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol)
PredY
Profile Joined September 2009
Czech Republic1731 Posts
July 08 2010 18:37 GMT
#425
On July 09 2010 03:33 MorroW wrote:
Show nested quote +
On July 09 2010 03:30 Excalibur_Z wrote:
On July 09 2010 03:24 MorroW wrote:
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =(

i dont think hellions amoving zerglings is a special situation. take 10 hellion vs 10 ling hunting with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off


interesting, even though i must say i didn't really mind the old hellions because you had to babysit them which i think is better than A-move, but i guess it's not a big deal.
also is the dropping animation annoying or is it alright?
http://www.twitch.tv/czelpredy
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
July 08 2010 18:40 GMT
#426
On July 09 2010 03:36 firebound12 wrote:
LOL

@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol)

lol what about loading them before Thor starts to shoot?
wwww
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 18:41:44
July 08 2010 18:41 GMT
#427
On July 09 2010 03:37 PredY wrote:
Show nested quote +
On July 09 2010 03:33 MorroW wrote:
On July 09 2010 03:30 Excalibur_Z wrote:
On July 09 2010 03:24 MorroW wrote:
On July 09 2010 03:21 Excalibur_Z wrote:
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling when hunting on attack move, quite major

scvs no longer get "i cant build there" when going to build a building somewhere but gets intercoupted by a land or a tech lab reactor going down to make them move. this makes macro easier cause u wont have to reassign scvs what to build after being issues move by a structure going down


Holy cow, really? No more annoying targeting pause for Hellions? Is it finally going to be possible to get some true Vulture-style micro going with them?

they still got cast time, just now if they are hunting a target and gets inrange to do the attack and the enemy move away longer and cooldown is not active, it actually attacks instead of hunting for ever and stopping but never attacking
i dont believe even 1% of the players knew about this bug but its gone now anyways and it makes things easier


Now you have me confused. I get that they can't actually attack while moving like the Vulture, which puts it closer to the Dragoon/Stalker/Marauder level of micro, but you also say that they have a "cast time" which I'm guessing means they still have a short delay (about a tenth of a second or so) where they stop, target, then fire? If so, then the only change is to a very specific situation (which would match up with your 1% of players guess). I really want Hellions to attack their selected target more quickly... that acquisition time is so long =(

i dont think hellions amoving zerglings is a special situation. take 10 hellion vs 10 ling hunting with a move and nobody attack but now they attack, its quite a big deal. of course higher level play ull simply not just amove and go sleep anyway but its a good change, really makes hellion vs ling abit easier to pull off


interesting, even though i must say i didn't really mind the old hellions because you had to babysit them which i think is better than A-move, but i guess it's not a big deal.
also is the dropping animation annoying or is it alright?

the drop animation is almost instant since it starts halfway in the air. i bet it delays ur units from moving away from the transport maybe by 0.1 second or so but i think it was a good change overall
the hellion change well ye, it was fair that it was changed cause u dont want retard units since other races dont have it but at the same time we do encourage babysitting cause its good for esport ^^ u can look at it 2 ways and since im terran user im just gonna say good, now its easier for me xd

tested marauder micro. they didnt change the glitch that caused marauder to slide upon perfect timing
Progamerpls no copy pasterino
LuMpY
Profile Joined June 2010
Norway17 Posts
Last Edited: 2010-07-08 18:43:16
July 08 2010 18:42 GMT
#428
Dunno if this is mentioned yet, but looks like the high-temps learned how to dance ^^

+ Show Spoiler +
I hate the word "Soon".. And even more the defenition >.<
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-07-08 18:45:10
July 08 2010 18:44 GMT
#429
On July 09 2010 03:40 beetlelisk wrote:
Show nested quote +
On July 09 2010 03:36 firebound12 wrote:
LOL

@BUG 250mm cannon bug with Ultra: oh gosh, if a thor 250mm a ultra, you can still load the ultra in the overlord, but the 250mm will continue firing and kill the ultra if able to! no damage is done to the overlord holding the ultra (even though the animation clearly shows it lol)

lol what about loading them before Thor starts to shoot?


It doesnt shoot then

@change: the transport drop -Now terran and zerg units dropping out of transport will have a small animation where it looks like they're falling.

On July 09 2010 03:42 LuMpY wrote:
Dunno if this is mentioned yet, but looks like the high-temps learned how to dance ^^

+ Show Spoiler +
http://www.youtube.com/watch?v=VXtA-AlvIaw


I hope they do that for every unit ftl!
NeoScout
Profile Joined April 2010
United States103 Posts
July 08 2010 18:44 GMT
#430
burrowed roaches not being able to go under force fields? this added a bit of strategy!
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 18:46 GMT
#431
On July 09 2010 03:44 NeoScout wrote:
burrowed roaches not being able to go under force fields? this added a bit of strategy!


Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 18:47 GMT
#432
On July 09 2010 03:46 Piski wrote:
Show nested quote +
On July 09 2010 03:44 NeoScout wrote:
burrowed roaches not being able to go under force fields? this added a bit of strategy!


Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF

It means you need to be smart about where you choose to fight protoss at
such as in chokes so you dont get fucked over, etc
Artillery spawned from the forges of Hell
vlf
Profile Joined April 2010
Portugal170 Posts
July 08 2010 18:48 GMT
#433
On July 09 2010 03:44 NeoScout wrote:
burrowed roaches not being able to go under force fields? this added a bit of strategy!


Exactly, it's not even a default ability. I can't really understand why they'd do this.
çpç
DTown
Profile Blog Joined April 2010
United States428 Posts
July 08 2010 18:49 GMT
#434
I can't believe Blizz changed all this stuff without even mentioning it. I mean, some of these are quite significant.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 19:04:05
July 08 2010 18:58 GMT
#435
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

this is an awesome change :p

edit:
the drop animation only makes it look like u have to need feet on the ground to walk. but u can actually walk with ur units while ur in the air on the way down :D this drop time is so short that its like impossible to select it anyway, makes no difference tbh xd
Progamerpls no copy pasterino
Jokah
Profile Joined April 2010
United Kingdom74 Posts
July 08 2010 18:59 GMT
#436
On July 08 2010 12:36 Zelniq wrote:

Show nested quote +
On July 09 2010 01:57 MorroW wrote:
is it just me but hunter seeker missiles feel alot faster. man maybe im just forgetting the game on 1 month T.T raven cant outrun a missle lol
I tested it, it does feel faster, but I'm also not sure. Can anyone find a way to know for sure? (like they're sure X used to be able to outrun)


Can anyone confirm this? There is a list of what can and can't outrun a seeker missile here on liquipedia: http://wiki.teamliquid.net/starcraft2/Seeker_Missile

This information would be greatly appreciated.

I've been quoted as saying "I don't like quotes".
ibgeekn4me
Profile Joined April 2010
United States75 Posts
July 08 2010 18:59 GMT
#437
why would they nerf zealot build time? This seems like a large nerf 15.2% increased build time....
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 08 2010 19:03 GMT
#438
wow those zealot nerf make 2 gate into FE so hard now will need alot of work because now zerg only need few ling
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Clamev
Profile Blog Joined January 2010
Germany498 Posts
July 08 2010 19:07 GMT
#439
So can anyone explain how the new Terran macro works now?, because some people said that they have now kind of an smart build.
But do you have to have Factorys and barracks in different controlgroups now?
6Pool or die trying
Xerlane
Profile Joined July 2010
Sweden10 Posts
July 08 2010 19:12 GMT
#440
"Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."

Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-08 19:14:33
July 08 2010 19:13 GMT
#441
On July 09 2010 04:07 Clamev wrote:
So can anyone explain how the new Terran macro works now?, because some people said that they have now kind of an smart build.
But do you have to have Factorys and barracks in different controlgroups now?

it works like this

if u select a reactor rax + tech lab rax it gives 1 tab when in beta phase it gave 2 tabs. then if u wanted to build from reactor rax u had to tab and from tech lab tab back etc.

now if u select both u get both in same and if u click marauder, tech lab builds it, and if u click marine, reactor builds it. if u click 3 marines, it makes 2 in reactor and 1 in tech lab, if u click rine, marauder, rine it makes 2 in reactor and 1 in tech. basically they have what tl talked about in the early beta that they should have, and now they do :D

On July 09 2010 04:12 Xerlane wrote:
"Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."

Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S

they mean cooldown on the warpgate
if it was weapon cooldown then it would attack 5 seconds slower^^ cooldown of weapons are usually with decimals and so
Progamerpls no copy pasterino
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 19:13 GMT
#442
On July 09 2010 04:12 Xerlane wrote:
"Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."

Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S


What? No, that's the warp-in cooldown in Warp-Gate form. Their attack speed is still 1.2.
EvilMaishidon
Profile Joined May 2010
United States125 Posts
July 08 2010 19:14 GMT
#443
not sure, but I think that the armory might be after starport, rather than factory :/
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 19:15 GMT
#444
On July 09 2010 04:14 used man wrote:
not sure, but I think that the armory might be after starport, rather than factory :/

someone with beta up check?
that could be quite the nerf
Artillery spawned from the forges of Hell
dogmeatstew
Profile Joined April 2010
Canada574 Posts
Last Edited: 2010-07-08 19:17:41
July 08 2010 19:15 GMT
#445
On July 09 2010 04:14 used man wrote:
not sure, but I think that the armory might be after starport, rather than factory :/

That would make so little sense I would want to die.

Edit: watching debo's stream... is not true.
ibgeekn4me
Profile Joined April 2010
United States75 Posts
July 08 2010 19:16 GMT
#446
yes, that is an effective 21.7% dps loss for zealot in addition to the build time increase apparently they were SUPER op to warrant that....
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 19:16 GMT
#447
On July 09 2010 04:14 used man wrote:
not sure, but I think that the armory might be after starport, rather than factory :/


I refuse to believe that. Makes no sense whatsoever.
SpicyCrab
Profile Blog Joined March 2010
402 Posts
July 08 2010 19:19 GMT
#448
WTH at tabbing buildings change, this is a really annoying change, why they gotta do that?
I'm such a baller in my dreams. - HiFriend
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 19:19 GMT
#449
On July 09 2010 04:16 ibgeekn4me wrote:
yes, that is an effective 21.7% dps loss for zealot in addition to the build time increase apparently they were SUPER op to warrant that....


Woah, woah, woah, let's not blow it out of proportion. Units don't have attack cooldowns in the 10s. Its just a typo in the OP. Its meant to say the Warp-Gate cooldown.
Xerlane
Profile Joined July 2010
Sweden10 Posts
Last Edited: 2010-07-08 19:20:31
July 08 2010 19:20 GMT
#450

they mean cooldown on the warpgate
if it was weapon cooldown then it would attack 5 seconds slower^^ cooldown of weapons are usually with decimals and so


Oh yeah of course! How stupid of me
Xerlane
Profile Joined July 2010
Sweden10 Posts
July 08 2010 19:22 GMT
#451
Sorry guys about the zealot attack speed, I must be tired...
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 19:23 GMT
#452
On July 09 2010 04:12 Xerlane wrote:
"Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."

Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S


I posted the change and there's no "attack" in my post. The OP just got confused I guess.
I'll call Nada.
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
July 08 2010 19:25 GMT
#453
the new terran macro is very annoying.
3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 19:27:03
July 08 2010 19:25 GMT
#454
On July 09 2010 03:46 Piski wrote:
Show nested quote +
On July 09 2010 03:44 NeoScout wrote:
burrowed roaches not being able to go under force fields? this added a bit of strategy!


Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF

He's saying the burrow added strategy.

tested marauder micro. they didnt change the glitch that caused marauder to slide upon perfect timing

Is there a vid of this? I didn't even know about it, I guess because I didn't use marauders much for a long time =O
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
July 08 2010 19:26 GMT
#455
On July 08 2010 12:36 Zelniq wrote:
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol


I was thinking the exact same thing
The reaction reminds me a bit of the canon rush reaction. I'll leave in the middle if it is overreacting or not, but boy does Blizzard react fast when they some 'unwanted' early game plays.

Good thing they changed the overlord creep-drop sound, because with this creep tumor nerf we'll be hearing it a lot more. With my mechanics, I'll probably end up using creep tumor every 40 seconds when I inject now...

Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming
Bankai - Correlation does not imply causation
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 19:26 GMT
#456
On July 09 2010 04:25 DeMusliM wrote:
the new terran macro is very annoying.
3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.


What you'll have to do now is put Reactor structures and Tech Lab structures on different hotkeys. I guess it's not terribly bad, a relatively minor inconvenience though.
Moderator
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
July 08 2010 19:26 GMT
#457
Why are there more unlisted patch notes than actual patch notes...It's not like these are insignificant changes and yet they don't tell anyone about them.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-07-08 19:28:02
July 08 2010 19:27 GMT
#458
On July 09 2010 04:25 DeMusliM wrote:
the new terran macro is very annoying.
3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.


Just queue tech lab units first, until they fix it.
I'll call Nada.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 19:27 GMT
#459
On July 09 2010 04:26 NeoLearner wrote:
Show nested quote +
On July 08 2010 12:36 Zelniq wrote:
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol


Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming


How is that a nerf?
SpicyCrab
Profile Blog Joined March 2010
402 Posts
July 08 2010 19:27 GMT
#460
I have to wonder; what's the point of all these unlisted changes? There are a TON of changes here, why didn't Blizz just post them with the update?
I'm such a baller in my dreams. - HiFriend
SiNiquity
Profile Joined April 2010
United States734 Posts
July 08 2010 19:30 GMT
#461
On July 09 2010 04:25 DeMusliM wrote:
the new terran macro is very annoying.
3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.


This seems to be a clear bug and will get patched [I hope]. It doesn't make sense to not queue 2 marines in a reactor rax before a tech rax.
'i' before 'e' except after 'c' ~ it's scientifically proven.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 19:32:09
July 08 2010 19:31 GMT
#462
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?

whatever that means

I think what MorroW means is that when a hellion gets in range of a zergling, they will stop for a second before firing... at which point the zergling will run away and out of range.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
July 08 2010 19:31 GMT
#463
well, i don't like the idea of further dumbing down macro for terran, just seems silly to me personally where before tabbing through 3 kinds of structures (normal/labbed/reactor'd) seemed very simple and accurate - maybe a little hard to grasp at the start for some but overall you built what you wanted to build and where. Now if i have 5 rax selected 2 reactor'd, 1 labbed and 2 normal - i pressed d AAAA and XX - next thing i notice is no tech labs, my reactors shared the marines with the Normal barracks' so they all had 1/1/1/1 marine building - god, so annoyed by this atm ^^.
ArtZ
Profile Blog Joined March 2010
49 Posts
July 08 2010 19:32 GMT
#464
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 19:33 GMT
#465
On July 09 2010 04:31 Liquid`Jinro wrote:
Show nested quote +
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 19:34 GMT
#466
On July 09 2010 04:32 ArtZ wrote:
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?

If you click the add button, you can find yours.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 19:36 GMT
#467
On July 09 2010 04:32 ArtZ wrote:
critter on scrap station scared hell out of me

anyway how do you add people without using their emails? wasnt there suposed to be some kind of number code? where do i find it?

u can see ur number code if u hold over ur portrait up to the right

when u add friends that are just character when u click add friend there is "Add character friend" or something it says
Progamerpls no copy pasterino
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
Last Edited: 2010-07-08 19:43:22
July 08 2010 19:38 GMT
#468
On July 09 2010 04:31 Liquid`Jinro wrote:
Show nested quote +
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?



Well I'm nowhere near your level of play, but once massive units gained the ability to break forcefields, four gate pushes in PvP with hallucination became extremely powerful. The primary way to deal with these pushes: forcefield, was nullified by the attacking player's ability to hallucinate colossus and easily break the ramp.

Edit: Although it does appear force field has also been buffed by more easily trapping units. I agree with the colossus not breaking forcefield change, but this is really unneeeded..
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
cheeseztoe
Profile Joined April 2010
Canada25 Posts
Last Edited: 2010-07-08 19:40:37
July 08 2010 19:39 GMT
#469
On July 09 2010 04:33 Orange Goblin wrote:
Show nested quote +
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Yeah, I agree why buff the force field? And on the whole force trapping units thing, it has gotten easier to trap units with force field. I occasionally play protoss, and in a 1v1 match I held off 20 zerglings with 2 stalkers and 2 sentries by trapping my units literally INSIDE a forcefield. It didn't do that in beta phase 1.
Starcraft 2 IGN: Gecko
DCV_Whiplash
Profile Joined May 2010
Brazil14 Posts
July 08 2010 19:40 GMT
#470
On July 09 2010 04:33 Orange Goblin wrote:
Show nested quote +
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.
No quote today
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-08 19:45:02
July 08 2010 19:41 GMT
#471
On July 08 2010 20:49 Numy wrote:
I seriously hope creep tumor thing is a bug. I just can't picture trying to use hydra offensively when it takes double the time to get a creep highway
Use overlords - IdrA style.
On July 08 2010 22:56 Illva wrote:
The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?.
WoL is Terran-based game, so more Terran players - more sales.
On July 08 2010 12:36 Zelniq wrote:
The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their hotkeys ICONS swapped.
Clearly a bug - the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? - makes no sense.
[image loading] They should just switch it back asap, something prolly went wrong.
If you stand next to my head, you can hear the ocean. - Day[9]
DTown
Profile Blog Joined April 2010
United States428 Posts
July 08 2010 19:42 GMT
#472
On July 09 2010 04:40 DCV_Whiplash wrote:
Show nested quote +
On July 09 2010 04:33 Orange Goblin wrote:
On July 09 2010 04:31 Liquid`Jinro wrote:
Hallucinated Colossi no longer break force fields.

....... Why would you possibly want to make force fields stronger?


Yeah, together with the Roach change it really seems like Blizzard wanted to buff the FF. Strange.


Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.


This. Yet another under-handed stealth nerf by blizzard to encourage zerg players to use ultras (which they should, admittedly).
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 08 2010 19:44 GMT
#473
What the fuck zealot nerf T.T
I felt like they were too strong in the early game but I didn't see many others complaining.

Also tester in my division ^^
dargul
Profile Joined May 2010
Russian Federation125 Posts
July 08 2010 19:46 GMT
#474
Bug that coloss cant move over burrowed roaches is still there, it's will be our revenge for nerfing roaches against ff >)
In Stim We Trust
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-07-08 19:49:44
July 08 2010 19:47 GMT
#475
On July 09 2010 04:27 Bibdy wrote:
Show nested quote +
On July 09 2010 04:26 NeoLearner wrote:
Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming

How is that a nerf?


I was talking referring to the weapon upgrade nerf on the ultras, sorry if it was a bit unclear.

Holy crap, that's seems like quite a big FF change. They seem to have gotten like a full hex extra blocking range. My first reaction was: "Yeah, they probably want to get people to use ultras to destroy them. But sentries are tier 1.5, ultras 3. That's a long time... I mean, the (4/5?) warpgate push, it hits way before you can (comfortably) get ultras, right?


On July 09 2010 04:42 DTown wrote:
Show nested quote +
On July 09 2010 04:40 DCV_Whiplash wrote:
Strange indeed.
Maybe we'll se more Ultralisks... and maybe that's exactly what they want.

This. Yet another under-handed stealth nerf by blizzard to encourage zerg players to use ultras (which they should, admittedly).


Well I have a crazy idea about that. Instead of buffing all sorts of other units (infestors with frenzy, sentries with big FF's) buf the actual ultra itself! That's just so crazy it might work!
Bankai - Correlation does not imply causation
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 19:56 GMT
#476
Seeker missile mover is identical to the previous patch.
I'll call Nada.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 19:57:01
July 08 2010 19:56 GMT
#477
-.- Why did they nerf the zealot? 33-38 means production time now is 115% and attack cooldown 120%. Wth... ? Did they ever need to be nerfed in the first place? And if so, by so much? This is a great drawback for them if it's true.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
July 08 2010 19:58 GMT
#478
On July 09 2010 04:31 DeMusliM wrote:
well, i don't like the idea of further dumbing down macro for terran, just seems silly to me personally where before tabbing through 3 kinds of structures (normal/labbed/reactor'd) seemed very simple and accurate - maybe a little hard to grasp at the start for some but overall you built what you wanted to build and where. Now if i have 5 rax selected 2 reactor'd, 1 labbed and 2 normal - i pressed d AAAA and XX - next thing i notice is no tech labs, my reactors shared the marines with the Normal barracks' so they all had 1/1/1/1 marine building - god, so annoyed by this atm ^^.


I agree it's really stupid. Especially when you have like 10 barracks, you can't keep track of how many times you are supposed to press D or A and you end up with marines coming out of tech labs slowing down your marauders etc. It's really bad, tab worked fine I'm not sure what the problem is
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 08 2010 19:59 GMT
#479
On July 09 2010 04:56 Duelist wrote:
-.- Why did they nerf the zealot? 33-38 means production time now is 115% and attack cooldown 120%. Wth... ? Did they ever need to be nerfed in the first place? And if so, by so much? This is a great drawback for them if it's true.


It's warpgate cooldown, not attack cooldown. Read the rest of the thread. Zelniq made a mistake.
Moderator
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 20:01 GMT
#480
Wonder if they changed the Force Field area because there were a lot of cases of noobs placing Force Fields on their ramp, one hex to the side, and the enemy poured in anyway.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 20:05 GMT
#481
Zealot attack cooldown increased from 23 to 28. (can anyone confirm this?)


Zelniq, you misquoted the original post. The guy meant The WARP GATE cooldown went from 23 to 28, not the attack cooldown.

Here's what the guy said:

Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 20:06 GMT
#482
On July 09 2010 04:58 floor exercise wrote:
Show nested quote +
On July 09 2010 04:31 DeMusliM wrote:
well, i don't like the idea of further dumbing down macro for terran, just seems silly to me personally where before tabbing through 3 kinds of structures (normal/labbed/reactor'd) seemed very simple and accurate - maybe a little hard to grasp at the start for some but overall you built what you wanted to build and where. Now if i have 5 rax selected 2 reactor'd, 1 labbed and 2 normal - i pressed d AAAA and XX - next thing i notice is no tech labs, my reactors shared the marines with the Normal barracks' so they all had 1/1/1/1 marine building - god, so annoyed by this atm ^^.


I agree it's really stupid. Especially when you have like 10 barracks, you can't keep track of how many times you are supposed to press D or A and you end up with marines coming out of tech labs slowing down your marauders etc. It's really bad, tab worked fine I'm not sure what the problem is

well u can see the differences on the icons on the bottom
so if u select ur raxes u see 5 tech labs just click d 5 times then count the other raxes and click a. if u think this is so hard (its actually easier than before) then just use 2 hotkeys and problem solved
Progamerpls no copy pasterino
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 20:06 GMT
#483
On July 09 2010 04:27 Bibdy wrote:
Show nested quote +
On July 09 2010 04:26 NeoLearner wrote:
On July 08 2010 12:36 Zelniq wrote:
There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol


Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming


How is that a nerf?

Idk maybe he thinks its a nerf because they dont receive the bonus damage from Frenzy?

(which was mostly just for the ultralisk but it also gave bonus damage to other units also)
Artillery spawned from the forges of Hell
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:09 GMT
#484
On July 09 2010 05:05 Bibdy wrote:
Show nested quote +
Zealot attack cooldown increased from 23 to 28. (can anyone confirm this?)


Zelniq, you misquoted the original post. The guy meant The WARP GATE cooldown went from 23 to 28, not the attack cooldown.

Here's what the guy said:

Show nested quote +
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.

ohhhhh my god that makes sense now jeezes
ModeratorBlame yourself or God
Hobbes.uhz
Profile Joined February 2010
United States33 Posts
July 08 2010 20:09 GMT
#485
The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?.


As a Terran player, it seems to me most of the changes have been pretty simple, not creative. Tank damage, stim and shield cost, ghost cost, building timing (barraks, factory, reactor).

The MBS change (once it's fixed to actually do what we'd want it to do) is welcome to me, because macro is by far more time consuming as a Terran due to the number of unique production buildings. So you could say that's creative, but I think it should have been there in the first place.

Zerg is having its spells swapped around, taken away, added. Ultras unable to be stunned. Those seem like more creative changes than simply adjusting the numbers.
Buff Rock, Nerf Scissors, Papers ok
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
July 08 2010 20:12 GMT
#486
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Onioncookie
Profile Joined May 2010
Germany624 Posts
July 08 2010 20:13 GMT
#487
LoL Forcefield buff looks BIG

Pretty imbalance that u can trap units easily , without sourrounding them with FF's at all
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 20:16:58
July 08 2010 20:14 GMT
#488
On July 09 2010 05:12 ZeroCartin wrote:
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?


Watch the replay. Did he shoot directly at the shimmer, or just beneath it?

Any time someone says they couldn't hit an air unit with a spell, I immediately assume they don't realize that SC2 now has a 3D world, with an isometric viewpoint, and you need to aim where the orange lines (that appear beneath air units when you have an AOE spell selected) intersect with the ground.
Jokah
Profile Joined April 2010
United Kingdom74 Posts
Last Edited: 2010-07-08 20:19:04
July 08 2010 20:16 GMT
#489
EDIT: nvm. someone beat me to it.
I've been quoted as saying "I don't like quotes".
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:17 GMT
#490
On July 09 2010 05:12 ZeroCartin wrote:
Someone played me and tried to EMP an obs. Apparentyl he says, the obs didnt uncloak. Is this true?

no must have missed. casting spells on air units throws people off cus it's 3d. i just tested, still works
ModeratorBlame yourself or God
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-08 20:20:20
July 08 2010 20:19 GMT
#491
Out of curiosity, does Burrow count as the same thing as cloak? Can you EMP burrowed units to reveal them? That seems kinda weird.

Oh noes, electromagnetic interference broke my claws!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 20:20 GMT
#492
yes, can do it with fungal growth too
ModeratorBlame yourself or God
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 20:21 GMT
#493
About the new add-on mechanics, if you queue the tech lab units first it works with no problems, and you won't need separate hotkeys.
I'll call Nada.
GiantHandBanana
Profile Joined April 2010
United States51 Posts
July 08 2010 20:22 GMT
#494
When playing team games and a teammate leaves, you now get their minerals and anything their workers mine after they leave :D

(sorry if that was already mentioned, I skimmed through a few pages and didn't see it)
lol.Donkament
Profile Joined June 2010
Malta50 Posts
July 08 2010 20:23 GMT
#495
I play zerg and protoss

and i don't know why zelots is nerf,, WTF bliz?

If anyone FE normally the opponent make pressure ..., now will be more easy for zerg to fast expand and take big advantage on protoss...

Seriously When blizzard will take an issue for Terran? TT
Back
Profile Joined May 2010
Canada505 Posts
July 08 2010 20:23 GMT
#496
The OP's looking really swell and up-to-date. Thanks Zelniq.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 20:25 GMT
#497
Could some American be kind and list whatever graphical upgrades/changes they come across? Just so us Europeans get in on the action Us graphics whores are interested!
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 08 2010 20:26 GMT
#498
I wonder if these balance changes were made before or after they invited those korean gamers to talk about balance
Evolve
Profile Joined June 2010
Canada63 Posts
Last Edited: 2010-07-08 20:29:34
July 08 2010 20:28 GMT
#499
Wrong topic ;; my bad
iNty.sCream
Profile Joined April 2010
Germany195 Posts
July 08 2010 20:29 GMT
#500
the FF , Zealot + Roach changes are ridiculous, even though iam toss lol
Bisu best hairspray = win
Piski
Profile Blog Joined April 2010
Finland3461 Posts
Last Edited: 2010-07-08 20:31:27
July 08 2010 20:30 GMT
#501
On July 09 2010 05:28 Evolve wrote:
Wrong topic ;; my bad


It looks much much better than before, what are you talking about?

At least now units aren't hiding under the giant square on a minimap

Edit: Discussion is about Zel'naga towers showing as an eye on a minimap
Sergeras
Profile Joined May 2010
Bulgaria185 Posts
July 08 2010 20:30 GMT
#502
On July 09 2010 05:26 Piski wrote:
I wonder if these balance changes were made before or after they invited those korean gamers to talk about balance
It has to be before the changes are somewhat stupid
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 20:32 GMT
#503
I just don't understand the nerf on zealot. Even if i'm not a toss player i'm can't understand that. Do they was that strong ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 20:34 GMT
#504
On July 09 2010 05:32 StoLiVe wrote:
I just don't understand the nerf on zealot. Even if i'm not a toss player i'm can't understand that. Do they was that strong ?

Im thinking it was because of the 5sec on reaper/rax nerf

they didnt want zealots there super super early so they give them a 5sec nerf to balance the rax nerf and keep timings for that semi in tune
Artillery spawned from the forges of Hell
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 20:36 GMT
#505
On July 09 2010 05:34 arb wrote:
Show nested quote +
On July 09 2010 05:32 StoLiVe wrote:
I just don't understand the nerf on zealot. Even if i'm not a toss player i'm can't understand that. Do they was that strong ?

Im thinking it was because of the 5sec on reaper/rax nerf

they didnt want zealots there super super early so they give them a 5sec nerf to balance the rax nerf and keep timings for that semi in tune


I think it was the other way around.

Nerfed Zealots to stop Zealots being too strong for too long in PvP, and nerfed Reapers/Barracks to compensate.

Why the Spawning Pool didn't have 5 seconds added on or something is mind boggling.
onmach
Profile Blog Joined March 2009
United States1241 Posts
July 08 2010 20:38 GMT
#506
20ish% increase on zealot build time? That's pretty significant. I could almost fast expand and defend with zerglings and be pretty much assured of succeeding on most maps. I'll try that after my placement matches.
Xanatoss
Profile Joined May 2010
Germany539 Posts
July 08 2010 20:38 GMT
#507
Unfortunately that inflicts 2 Gate Push Timing aswell.
Future will show how that is working.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Dog22
Profile Joined April 2010
United States140 Posts
July 08 2010 20:39 GMT
#508
Not sure if someone said this but you can spam click a critter to blow it up! Fun...like the old days. You can do it for SURE in a match vs computer...haven't tried in actual ladder.
Entertaining
Profile Joined September 2007
Canada793 Posts
July 08 2010 20:39 GMT
#509
are u supposed to be able to go into NEGATIVE placement matches? im at -1
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 20:41 GMT
#510
On July 09 2010 05:39 Entertaining wrote:
are u supposed to be able to go into NEGATIVE placement matches? im at -1


It's bugged. You have to play 5 placement matches.
I'll call Nada.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
July 08 2010 20:41 GMT
#511
This is ALL unlisted? Holy shit... a ton of these are VERY Significant.
Rax build time, no burrow under FF, Warp Gate time, seriously... the don't list this?!?!?!?
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Graven
Profile Joined June 2010
United States314 Posts
July 08 2010 20:42 GMT
#512
On July 09 2010 05:39 Entertaining wrote:
are u supposed to be able to go into NEGATIVE placement matches? im at -1


Blue made a post about this. It's still five total before you're placed in a league. I think it goes to -2.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 20:42 GMT
#513
i know they say there is only 2 placement matches but in reality there is 5

and between how many time you have to clic to blow a critter ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Wayem
Profile Joined May 2010
France455 Posts
July 08 2010 20:52 GMT
#514
On July 09 2010 04:41 figq wrote:
.
Show nested quote +
On July 08 2010 22:56 Illva wrote:
The change might have been needed for other reason but why does it feel like terran gets the creative buffs/nerf where the other races just gets the nurfbat which will create imbalanced in other places not intended?.
WoL is Terran-based game, so more Terran players - more sales.


this

When you see where Blizzard is going (achievements, facebook...) that's pretty obvious what they're trying to do with wings of liberty... happy kids are gonna buy a lot of stuff on bnet 2.0.
"who needs micro when you can have more stuff ?" -day9
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
July 08 2010 20:55 GMT
#515
Zealot nerf? Really? I mean sure, proxy gate was good, but it was beatable if you scouted it.
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 20:56 GMT
#516
Any reason the medivac change hasn't been added to the original post?
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 20:59 GMT
#517
what is the change about the medivac ? ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Torture
Profile Joined May 2010
Canada221 Posts
July 08 2010 20:59 GMT
#518
Why couldn't Blizzard just put these in the patch notes? o_O
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 21:00 GMT
#519
On July 09 2010 05:59 Torture wrote:
Why couldn't Blizzard just put these in the patch notes? o_O


They're lazy ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
July 08 2010 21:09 GMT
#520
Just a question on #19 ( changelings ) I used one and saw this - if it only displays for the user and not the opponent surely it's a feature to let you pickout the changeling? ( I dont think I saw the time bar on the changeling either could be wrong though ).
www.youtube.com/gryffes - Random Gaming Videos.
ZealousD
Profile Joined July 2010
United States13 Posts
Last Edited: 2010-07-08 21:22:25
July 08 2010 21:19 GMT
#521
On July 09 2010 05:59 StoLiVe wrote:
what is the change about the medivac ? ?


They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state.

+ Show Spoiler +
http://www.youtube.com/watch?v=kfChi0eJ_KE
Toads
Profile Blog Joined February 2009
Canada1795 Posts
July 08 2010 21:25 GMT
#522
On July 09 2010 06:19 ZealousD wrote:
Show nested quote +
On July 09 2010 05:59 StoLiVe wrote:
what is the change about the medivac ? ?


They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state.

+ Show Spoiler +
http://www.youtube.com/watch?v=kfChi0eJ_KE


what do you mean by scan-move ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 21:29 GMT
#523
On July 09 2010 06:25 StoLiVe wrote:
what do you mean by scan-move ?


Scan move is the replacement for attack-move on units that don't have a direct attack. Medivacs, Ravens, High Temps, observers, overlords, etc...

Watch the medivac video, and you'll notice that when I'm doing an attack move command near the lair, the medivacs stay put.
Darkness12
Profile Joined May 2010
United States1 Post
July 08 2010 21:29 GMT
#524
Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade).
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 21:30 GMT
#525
On July 09 2010 06:29 Darkness12 wrote:
Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade).

that was there ages ago
Artillery spawned from the forges of Hell
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 21:33 GMT
#526
I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier.

This was the reason for the buff:

Netahera: The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.


I wonder what the reason for the range decrease is.

Also, the UDP Blocker that R1CH made works again.
my hair is a wookie, your argument is invalid
Fanek
Profile Joined July 2010
Poland344 Posts
Last Edited: 2010-07-08 21:40:57
July 08 2010 21:37 GMT
#527
what about this:

roach 75/25 1 suply
tank 50 - >60dmg
ultralisk 450 -> 600hp and bigger size now
colos 15 -> 20dmg ?
thor - newa damage ?
voidray 200/150 ->250/150
forge hp 400/400 ->550/550
ghost price 100/200 -> 150/150 TRUE
viking price125/100- 150/75
and u can pick up viking on medivac now

who can check it ?
hello
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 08 2010 21:41 GMT
#528
why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?
ModeratorBlame yourself or God
Ouga
Profile Joined March 2008
Finland645 Posts
July 08 2010 21:43 GMT
#529
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
Last Edited: 2010-07-08 21:46:51
July 08 2010 21:46 GMT
#530
Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs?
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
reking
Profile Joined June 2010
Norway73 Posts
July 08 2010 21:55 GMT
#531
On July 09 2010 06:46 Crisium wrote:
Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs?

Well Day9 has been talking about a "delayed reaper" that isnt for rushing, but actually used later as a way to get some scouting done... it would still be viable.
Yur
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 21:58:48
July 08 2010 21:55 GMT
#532
On July 09 2010 06:43 Ouga wrote:
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.


Zealots are a main part of almost very protoss army, and now they take 20% more time to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are once again going to be the underdog race.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 21:55 GMT
#533
On July 09 2010 06:33 k!llua wrote:
I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier.

This was the reason for the buff:

Show nested quote +
Netahera: The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.


I wonder what the reason for the range decrease is.

Also, the UDP Blocker that R1CH made works again.


Maybe they reverted it, and that's what fixed the Hellion/Zergling chase thing Morrow mentioned.

The change made it easier to attack and run, but more difficult to attack and chase
xDaunt
Profile Joined March 2010
United States17988 Posts
July 08 2010 21:58 GMT
#534
Has any other protoss noticed that their nexus seems to accumulate energy more quickly? Am I just imagining things? If I'm not, has the global energy regen rate been increased or is this unique to nexii?
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 21:59 GMT
#535
On July 09 2010 06:55 Duelist wrote:
Show nested quote +
On July 09 2010 06:43 Ouga wrote:
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.


Zealots are a main part of almost very protoss army, and now they take 20% more to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are going to be the underdog race once again.


I think people are overreacting to this a bit. Coming out 20% later isn't the same thing as being able to build 20% less of the things. You can still only build as many Zealots as you have minerals to spend on them, and only build as many simultaneously as you have Gateways or Warp Gates.

What remains to be seen is whether or not you can safely protect yourself from a 6-Pool rush after the change. If its not possible, then something absolutely has to be done about it. Beyond that I'm not particularly concerned. I'm more excited for PvP. It means 2-Gate pushes aren't going to fuck me over as badly.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:07:36
July 08 2010 22:00 GMT
#536
Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal.
hacpee
Profile Joined November 2007
United States752 Posts
Last Edited: 2010-07-08 22:02:02
July 08 2010 22:00 GMT
#537
This is what's wrong with constantly balancing unit(micromanaging balance) instead of using the map to balance. Blizzard doesn't get that people don't like their units to change so suddenly. This isn't World of Warcraft. There doesn't need to be nerfs every patch. There doesn't need to be a nerf to every strange strategy(queen rush nerf for example) just because.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 08 2010 22:01 GMT
#538
On July 09 2010 06:41 Zelniq wrote:
why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?


If they nerfed the Hellion's range before, they definitely didn't advertise it. I don't remember it being in the last few patches of Phase One, so it belongs in this thread right?
my hair is a wookie, your argument is invalid
cocosoft
Profile Joined May 2010
Sweden1068 Posts
Last Edited: 2010-07-08 22:04:00
July 08 2010 22:03 GMT
#539
I'm pretty sure that the armor icon on protoss is new, (as well as some other icons).

[image loading]

Could be wrong though, I'm no protoss player.
¯\_(ツ)_/¯
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
July 08 2010 22:06 GMT
#540
Is there a diamond rank? I have not seen anything higher then plat since beta came back.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:12:03
July 08 2010 22:08 GMT
#541
The icon seems new indeed. Btw, does anyone have any idea why would blizzard not announce some of these changes, specially the balancing ones, as they should belong to the balancing changes thread of each patch...
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 08 2010 22:09 GMT
#542
Man protoss players are like the new zerg players. They are complainging more about the zlot nerf than the roach being 2 food
"Zerg, so bad it loses to hydras" IdrA.
Athos
Profile Blog Joined February 2008
United States2484 Posts
July 08 2010 22:10 GMT
#543
Can somebody tell me what happened to f5-f8?

I had really gotten used to macroing with those, as well as probe micromanagement. I don't know what to do without them.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:12 GMT
#544
On July 09 2010 07:00 Duelist wrote:
Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.
Lylat
Profile Joined August 2009
France8575 Posts
July 08 2010 22:15 GMT
#545
TvZ is becoming quite hard with ultras immune to stun .. !
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:16 GMT
#546
On July 09 2010 07:09 TheKing. wrote:
Man protoss players are like the new zerg players. They are complainging more about the zlot nerf than the roach being 2 food


Is shit like this really necessary? Do you feel better now?
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 08 2010 22:17 GMT
#547
On July 09 2010 07:03 cocosoft wrote:
I'm pretty sure that the armor icon on protoss is new, (as well as some other icons).

[image loading]

Could be wrong though, I'm no protoss player.

looks new..atleast to me
Artillery spawned from the forges of Hell
deo1
Profile Joined April 2010
United States199 Posts
July 08 2010 22:17 GMT
#548
There seems to be a bug in watching replays. The first person view doesn't work very well. e.g. the camera doesn't actually show a switch to a different location on the map like when microing a scouting worker, only that the unit has been selected.

However, all of the replay hotkeys seem to be working properly as I had problems with these before.
Poooooor Protoss.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-07-08 22:23:17
July 08 2010 22:19 GMT
#549
On July 09 2010 07:12 Bibdy wrote:
Show nested quote +
On July 09 2010 07:00 Duelist wrote:
Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.



Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, making it 35s of production gone to waste basically...
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 08 2010 22:20 GMT
#550
On July 09 2010 07:15 Lylat wrote:
TvZ is becoming quite hard with ultras immune to stun .. !


... or not ... !
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:22 GMT
#551
On July 09 2010 07:19 Duelist wrote:
Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s gone to waste basically. I don't know how it's not big.


Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common.
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 08 2010 22:22 GMT
#552
On July 09 2010 07:19 Duelist wrote:
Show nested quote +
On July 09 2010 07:12 Bibdy wrote:
On July 09 2010 07:00 Duelist wrote:
Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas.


Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day.

Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy.



Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s of production gone to waste basically. I don't know how it's not big...


You make it sound like a 5 second change is unheard of. It isn't. People will learn to adapt.
NoHrt
Profile Blog Joined May 2010
Canada236 Posts
Last Edited: 2010-07-08 22:24:55
July 08 2010 22:23 GMT
#553
Myself and 2 other players went to confirm alot of these changes to weed out the rumors. Here is the list of CONFIRMED changes that were not in the patch notes.
http://l2sc.net/component/content/article/1-latest-news/111-patch-16.html
l2sc.net | Lead Director | l2sc.tv NoHrt.518
MiniTsunami
Profile Joined June 2010
United States274 Posts
July 08 2010 22:26 GMT
#554
Dunno if this has been posted yet, but another change that goes along with the "larvae are no longer counted as units" change is that:

When selecting units over a hatchery, larvae are no longer included in the selection.
Learn from the mistakes of others, because you won't live long enough to make them all yourself.
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 08 2010 22:27 GMT
#555
On July 09 2010 07:22 Bibdy wrote:
Show nested quote +
On July 09 2010 07:19 Duelist wrote:
Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s gone to waste basically. I don't know how it's not big.


Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common.


Y, i guess you're right. It's just kinda sad seeing protoss getting nerfed patch after patch, when it feels it has been nerfed more than enough.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 08 2010 22:27 GMT
#556
I thought it only did a selection of Larva if they were the only thing inside the selection box?
baconbits
Profile Joined April 2010
United States419 Posts
July 08 2010 22:28 GMT
#557
did extractor buildtime get increased? Because early gas timings are about 5 seconds off. I thought it was a faster pool, but it doesn't seem to be the case.

The force field changes are bs btw.
MiniTsunami
Profile Joined June 2010
United States274 Posts
July 08 2010 22:35 GMT
#558
On July 09 2010 07:27 Bibdy wrote:
I thought it only did a selection of Larva if they were the only thing inside the selection box?


maybe, i thought in the past they would get selected but I have a terrible memory so I could definitely be wrong.
Learn from the mistakes of others, because you won't live long enough to make them all yourself.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
Last Edited: 2010-07-08 22:39:04
July 08 2010 22:36 GMT
#559
On July 09 2010 06:29 ZealousD wrote:
Show nested quote +
On July 09 2010 06:25 StoLiVe wrote:
what do you mean by scan-move ?


Scan move is the replacement for attack-move on units that don't have a direct attack. Medivacs, Ravens, High Temps, observers, overlords, etc...

Watch the medivac video, and you'll notice that when I'm doing an attack move command near the lair, the medivacs stay put.


Thanks for the quick answer

Edit : it's me or the baneling is bigger ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
July 08 2010 22:40 GMT
#560
I`m pretty pissed about the neural parasite nerf. I had 30+ infestors in a FFA game and lost to about 20 carriers. Before the change, this would have been an easy win. It was really fun before, and I hope they change it back.
http://grooveshark.com/#/deltrus/music
Evolve
Profile Joined June 2010
Canada63 Posts
July 08 2010 22:42 GMT
#561
I liked larva being counted in the replay... shows you if youre keeping your larva count low
JiYan
Profile Blog Joined February 2009
United States3668 Posts
July 08 2010 22:45 GMT
#562
smokey hidden area in metalopalis is bigger now
Toads
Profile Blog Joined February 2009
Canada1795 Posts
Last Edited: 2010-07-08 22:47:44
July 08 2010 22:47 GMT
#563
infester is a lot quicker underground, on the creep at least

Edit : and they can cast a lot of infested terran
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Mandalore
Profile Joined April 2010
Germany50 Posts
July 08 2010 22:49 GMT
#564
On July 08 2010 12:36 Zelniq wrote:
If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.
I actually love this. I've always been annoyed at selecting multiple barracks with different addons and not having all of them build a marine if i mass hit the button evenh though they all could
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 23:09 GMT
#565
On July 09 2010 07:45 JiYan wrote:
smokey hidden area in metalopalis is bigger now

Same with scrap station, tho the Scrap Station change might be more aesthetical than anything else.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 08 2010 23:33 GMT
#566
Smokey vents in Metalopolis / Scrap Station is a lot bigger, new font for unit/building information (while playing a game in bottom right).
133 221 333 123 111
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2010-07-08 23:38:23
July 08 2010 23:34 GMT
#567
On July 08 2010 12:36 Zelniq wrote:
5. Roaches and infestors can no longer move under Force Fields while burrowed


This made my day
but for this to be humanely possible, that means that force fields must extend underground. =0

edit: Why would they not mention these things in the patch notes? A lot of them seem pretty major. I'm guessing they may have been a little bit rushed to get the patch out w/ the beta?
I like haikus and / I can not lie. You other / brothers can't deny
Ouga
Profile Joined March 2008
Finland645 Posts
July 08 2010 23:38 GMT
#568
On July 09 2010 06:55 Duelist wrote:
Show nested quote +
On July 09 2010 06:43 Ouga wrote:
Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.


Zealots are a main part of almost very protoss army, and now they take 20% more time to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are once again going to be the underdog race.


I don't see zealot buildtime nerf acting any part in lategame. Basically you just have to make your extra gateways earlier to match up with later lost building time. I don't see why this would nerf other than early aggression. Without playing it's hard to say if nerf was overboard and reduced possible strategies too much. I'd personally suggest tosses to just look again for past favorite strats aka. 1base timed pushes or FE - none of that are affected AT ALL. If you think about it and play smart, 4gw push isn't affected by lot nerf at all. Gates sooner, make lots first and save stalkers for warped units and the change has already been neutralized.

From z pov the roach nerf will definately play big part in midlate. If toss loses early aggressiveness, zerg loses the only counter it had against big sentry chunk if toss gets to fight in decent spot and has good enough army to survive against half of zerg's army. Ok not only, there still are the ultras :-D

But without playing can't say who's more affected by these changes. Seriously, only biased people can tell for sure, so this isn't very "fruitful" conversation now
ibgeekn4me
Profile Joined April 2010
United States75 Posts
July 08 2010 23:38 GMT
#569
Thank you very much for your work here on keeping it updated Zelniq.
wooozy
Profile Blog Joined February 2009
3813 Posts
July 08 2010 23:40 GMT
#570
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg
Orange Goblin
Profile Joined May 2010
218 Posts
July 08 2010 23:45 GMT
#571
On July 09 2010 07:17 arb wrote:
Show nested quote +
On July 09 2010 07:03 cocosoft wrote:
I'm pretty sure that the armor icon on protoss is new, (as well as some other icons).

[image loading]

Could be wrong though, I'm no protoss player.

looks new..atleast to me


Isn't it the same?

I'm not a Protoss player either, but it feels the same. The chrono boost button looks new, though.
MakkaPakka
Profile Joined May 2010
Australia1 Post
July 08 2010 23:50 GMT
#572
I have a suspicion that if you miss-click the mineral patch with your mule it will automatically find the closest patch and start mining. I'm at work at the moment and can't test this can some one do it for me. PS. If this is the case you could cast mules from the minimap.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
July 08 2010 23:50 GMT
#573
Another Roach nerf? Really? Really Blizzard?

Far from a huge fan of the doubled creep tumor generation time too.

</bitch>

Looking forward to getting back into it this weekend.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
KKStarcraft
Profile Joined July 2010
United States50 Posts
July 09 2010 00:10 GMT
#574
great post! thanks! if only blizzard posted this on the main forums like how they're supposed to -.-
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 09 2010 00:18 GMT
#575
On July 09 2010 08:40 wooozy wrote:
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg

Looks like these guys from Commander Keen:

[image loading]
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
RawK
Profile Joined April 2010
United States125 Posts
Last Edited: 2010-07-09 00:27:33
July 09 2010 00:27 GMT
#576
So I switched divisions.

Played placement games, got put in Division X, played 3-4 more games, and then i got swapped to division Y. Has this happened to anyone else? And did this happen in Phase 1?

I was originally in a division where the top player had 300 points (~40 games played), next division the top player had ~100 points (~20 games played). Not sure if that had anything to do with it.

-Large

Edit: I did not switch leagues, I switched to a different division in the same league, just being clear.
Hail to the Thief. RawK > http://bit.ly/b3gS25
RawK
Profile Joined April 2010
United States125 Posts
July 09 2010 00:29 GMT
#577
On July 09 2010 07:49 Falkoneye wrote:
Show nested quote +
On July 08 2010 12:36 Zelniq wrote:
If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.
I actually love this. I've always been annoyed at selecting multiple barracks with different addons and not having all of them build a marine if i mass hit the button evenh though they all could


Yeah it's pretty great, however it's bugged (see op). Once it's fixed it'll be really nice.
Hail to the Thief. RawK > http://bit.ly/b3gS25
Meff
Profile Joined June 2010
Italy287 Posts
July 09 2010 00:36 GMT
#578
Nydus now has a different interface, allowing you to select any unit from the network.
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 09 2010 00:39 GMT
#579
On July 09 2010 09:18 Liquid`Jinro wrote:
Show nested quote +
On July 09 2010 08:40 wooozy wrote:
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg

Looks like these guys from Commander Keen:

[image loading]


This is turning out to be my favorite new change!
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 09 2010 00:47 GMT
#580
Maybe it has been mentioned but a streamer noticed that the scv's glowed after retrieving gas (possible minerals as well). Only on higher graphics settings though.
Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 09 2010 00:52 GMT
#581
Forcefield costs 50 energy btw OP.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 09 2010 01:00 GMT
#582
I hate hellion change.
#1 Kwanro Fan
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 09 2010 01:08 GMT
#583
while you check stats from a unit in game it said the speed of the attack by a number no longer fast/slow/etc and the bonus dmg isnt +something but say how mucht he unit do to a X unit ex: stalker don't do +14 but 14 to armored so there is no buff
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Tuke
Profile Joined January 2009
Finland1666 Posts
July 09 2010 01:08 GMT
#584
On July 09 2010 08:40 wooozy wrote:
oh god the symbols for watchtowers are eyes now
the mini map angry face in metalopolis is now an actual angry face

http://img80.imageshack.us/img80/7763/screenshot2010070815360.jpg

Damnit, now I can't get that out of my head -.-
TeamLiquid CJ Entusman #42
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 09 2010 01:32 GMT
#585
On July 09 2010 09:52 Uranium wrote:
Forcefield costs 50 energy btw OP.

Its always costed 50 hasnt it?
Artillery spawned from the forges of Hell
Pebble
Profile Blog Joined April 2010
Germany326 Posts
July 09 2010 01:34 GMT
#586
I wonder if it looks like [image loading]
when you take control of the lower tower...
3:50 PM jaedung: scouting is useless in sc2
Back
Profile Joined May 2010
Canada505 Posts
Last Edited: 2010-07-09 01:37:40
July 09 2010 01:35 GMT
#587
On July 09 2010 10:32 arb wrote:
Its always costed 50 hasnt it?


Yes. He was just pointing out a typo on the opening post.



+ Show Spoiler +
On July 09 2010 10:34 Pebble wrote:
I wonder if it looks like [image loading]
when you take control of the lower tower...


Yes it looks just like rotten fruits when you take control of a tower.
Phrost
Profile Blog Joined May 2010
United States4008 Posts
July 09 2010 02:21 GMT
#588
I don't know if this was mentioned but the icons for the reaper move speed and combat shields were changed.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
Mazer
Profile Joined April 2008
Canada1086 Posts
July 09 2010 02:47 GMT
#589
On July 08 2010 12:36 Zelniq wrote:
[*]Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)


Really the only change I could care for. Everything else will probably be tweaked within a month.
ab0x
Profile Joined July 2010
Sweden9 Posts
July 09 2010 02:48 GMT
#590
Has Blizzard said anything about the Force field change? I can't help but wonder if it's a bug. Having the blockrange larger than the animation doesn't seem logical, you want to be able to know what you've blocked and where there are holes in the blockade. Im in EU and haven't tested it, but it does sound quite overpowered. Force field and sentrys in general was pretty damn good as it was. They are now especially stronger in early game and I can't really see why they would make this buff.

It is of course possible that they will follow up with a larger animation.
Raano
Profile Joined May 2010
Australia1 Post
Last Edited: 2010-07-09 05:47:00
July 09 2010 03:41 GMT
#591
I believe gatherer shift-queuing has been slightly updated, although I have no way to doube-check with prepatch.

It appears that you can now shift-queue gatherers (although I've only tested Probes) to dump their loads before following the next action in the queue, where in the past I believe they failed to dump their loads before continuing to the next waypoint (they would nudge the building and then wander on to next point while still carrying the resource).

This is beneficial when selecting say 3 random Probes on minerals for gas, where you can now shift-queue them to the Nexus and then to the geyser without wasting the minerals they were (potentially) carrying.
Another example may be when pulling all probes off during a harass and then shift-queueing them all back onto the Nexus then minerals. This will allow any gatherers carrying gas to dump their load before instead picking up minerals.

Prepatch, iirc, they would hit the Nexus without load dumping and then proceed to the geyser/mineralpatch and waste their gas/minerals when they swap for minerals/gas.


As I said, I've no way to double-check this was the case before, and I only noticed it while playing Protoss (but I assume it affects all races). This is likely related to the rally-point attack-move to move change, so there may be other subtle alterations to shift-click queuing etc.


EDIT:
I did some more playing around and noticed that the 'failure to dump load' bug(?) still exists in some situations.

I had all mineral Probes at my main shift-clicked to my expo Nexus and then further shift-click queued to the minerals there. They failed to dump their loads and just nudged the expo Nexus before moving over to minerals (where then the one's already carrying minerals, of course, remembered they were carrying something and then returned to drop off their load).

Only situation I can see this being useful were it not the case would be when transferring gatherers to your expo and want to cash in their loads before they make the journey (vulnerable Probe trains are better off not being loaded with minerals if eaten). Although I didn't try actually queuing my main's Probes to their Nexus before sending them on their journey to the expo (which would make more practical sense anyway), I assume it would be the same and they nudge the main's Nexus without load dumping before heading to the expo.




EDIT2:
It appears that this is a bit more than I thought and I have no idea what is prepatch and what isn't, so will just list what I see. Only tested with Probes.

A:
Select a group of Probes, half carrying minerals and/or gas and half empty (matters not whether they were idle or mining).
Click them to the Nexus (not shift-click).
The mineral/gas-carrying ones will dump load and then return to mining OR gas, depending on which they were carrying. Gas carriers will divide equally between the immediate geysers. Probes without a load will then will sit and hug the Nexus forever.

B:
Select a group of gathering Probes.
Shift-click them to (main) Nexus and shift-click queue then to wherever you like such as over at your expo's minerals (or the ground next to your main ).
Some of them will dump their loads, and some won't.
Seems to be that:
a) Probes that were in the process of returning will dump their minerals and then continue to next waypoint.
b) Probes that were mining will leave the mineral patch holding a crystal, then nudge the Nexus without dumping load, then continue to next waypoint.
c) Probes that were on their way back from dumping a load will pick up more minerals, then nudge the Nexus without load dumping, and then continue to next waypoint.
Result: Depending on the individual stage of the auto-mining process a gatherer is at will depend on whether they are carrying minerals at the end of such a shift-click waypoint queue.


Is this significant? I'm not really qualified to judge, but it doesn't seem intended.

As an extra note, Probes remain selected after entering a geyser and will follow any commands given once they exit (that's new, yeah?). Probes within a geyser are not able to be selected, as before.
IdleSource
Profile Joined April 2010
Canada1 Post
July 09 2010 03:46 GMT
#592
I haven't read through all 30 pages so this may have already been said, but the rally points work differently now. Units will no longer attack on their way to the rally point. They behave as though they've been right clicked somewhere instead of a-clicked.

I wasted a large portion of my army coming out of a nydus worm before I noticed this...
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-09 03:54:45
July 09 2010 03:49 GMT
#593
I don't know if this has been mentioned. Sorry if I miseed it in the excitement of Beta and the length of this thread...

It seems as though "pushing" enemy units doesn't have the same effect as it used to?

For example, I run 10 Zerglings into a probe line, the probes can now effectively surround and make a wall around the 'lings. Forgive me if I'm wrong (it has been a month since Phase 1), but it seemed as if before you could run through the probe line, pushing some of the probes out of the way. Now you just hit a probe wall.

Maybe somebody still on the old patch can confirm/deny what I'm remembering as the past behavior.

Maybe I'm just crazy.

To further add to this point, I was playing a 2v2 with a buddy, and our units were too compacted in a choke (whatever that terrible Lava map is. Death to lava maps! \o )
I tried to move my units outside of his clustered MMM ball so tank fire wouldn't shoot everything at once, but the units simply collided and nothing was done to spread them out. I know that before this patch your units could nudge your allies units out of the way if units were stuck in a ball...
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
Mactavian
Profile Joined December 2009
Canada60 Posts
July 09 2010 03:53 GMT
#594
One, impressive research, and two, why aren't these changes published?
Nothing is impossible, only too expensive.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 09 2010 04:22 GMT
#595
On July 09 2010 12:49 InfiniteIce wrote:
I don't know if this has been mentioned. Sorry if I miseed it in the excitement of Beta and the length of this thread...

It seems as though "pushing" enemy units doesn't have the same effect as it used to?

For example, I run 10 Zerglings into a probe line, the probes can now effectively surround and make a wall around the 'lings. Forgive me if I'm wrong (it has been a month since Phase 1), but it seemed as if before you could run through the probe line, pushing some of the probes out of the way. Now you just hit a probe wall.

Maybe somebody still on the old patch can confirm/deny what I'm remembering as the past behavior.

Maybe I'm just crazy.

To further add to this point, I was playing a 2v2 with a buddy, and our units were too compacted in a choke (whatever that terrible Lava map is. Death to lava maps! \o )
I tried to move my units outside of his clustered MMM ball so tank fire wouldn't shoot everything at once, but the units simply collided and nothing was done to spread them out. I know that before this patch your units could nudge your allies units out of the way if units were stuck in a ball...


The allied units thing is definitely true. Does it do that with your own units? I mean does your unit nudge your other units out of its way? If it doesn't this is going to be really, really annoying

I can't believe this game is 2 weeks from launch, it seems like they've completely broken it. Bnet is f'ing out, so many new bugs... wtf is going on?
Cofo
Profile Blog Joined June 2010
United States1388 Posts
Last Edited: 2010-07-09 04:22:52
July 09 2010 04:22 GMT
#596
Forgive me if this is already in the thread somewhere; I didn't see it.

The vision blockers outside the mains of Scrap Station have a different shape. They were previously rectangular, and now they have diagonal edges.

Screenshot:
http://img413.imageshack.us/f/picture1xw.png/
+ Show Spoiler +
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 09 2010 05:11 GMT
#597
On July 09 2010 09:52 Uranium wrote:
Forcefield costs 50 energy btw OP.

Wow..i cant believe i said 25. I knew it was 50..jeezes
ModeratorBlame yourself or God
Bork
Profile Joined June 2010
United States4 Posts
Last Edited: 2010-07-09 05:44:52
July 09 2010 05:43 GMT
#598
#26 Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.



This was already in the game.
http://slidecat.ytmnd.com/
Spaceball
Profile Joined November 2007
United States213 Posts
July 09 2010 06:01 GMT
#599
Replays don't auto save anymore as far as I can tell (sorta). It will keep the last 10 or so replays in the recent folder and then delete them as new games are played. To keep a replay you need to click the keep button the recent tab before it gets knocked off. Also the files dont appear to be saved to my documents anymore. Anyone know where it puts them? Maybe its saving all the files still but I can't find the folder where it does so.
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
July 09 2010 07:41 GMT
#600
If your using vista/7 you can just type in the replay name in the search engine and find it quite rapidly.
dabom88
Profile Blog Joined July 2010
United States3483 Posts
Last Edited: 2010-07-09 11:22:59
July 09 2010 11:21 GMT
#601
Anyone else think a lot of these changes were unnecessary?

I felt the Zealot timing was fine and didn't need a nerf.

Terran Building selection is stupid.

Forcefield needs a nerf or be researchable. I think it's much more necessary than Concussive Shells were back when they didn't require a research.

Hellions no longer freezing, I guess that's a good thing?

Warp-in Cooldown, yes, that probably wasn't intended so it makes sense that it would be fixed. I think the 10 second morph time is eh though. I didn't really mind the old way.

Don't really care one way or the other about Hallucinated Colossus. It probably wasn't intended to break Forcefields, so it's probably a fix.

Yes, I felt the Stalker blinking fix probably wasn't intended to work that way, so I think it's a good thing that it was fixed. It wasn't overpowered though, so I didn't really mind before. Just a bit annoying.

I really did not mind Barracks building in 60 seconds, so I really don't think the extra 5 seconds for the Barracks is really necessary. Kind of throws off my Orbital Command timings a bit.

Really, I don't like the fact that Ultras now have a permanent half-Frenzy. But I guess the Upgrade Nerf kind of makes up for it.

Yeah, I don't think the Transfusion and Creep Tumor nerfs were necessary. I was fine the way it was with them. Transfusion was underused as is.

I definitely don't think the Reaper and Zealot nerfs were necessary. The Reaper is underused as is, and the Zealot timing causes all sort of potential problems for Protoss.

Don't mind the Psi Storm buff. If a Templar has energy, he might as well use it.

I really did not mind permanent Neural Parasite and think it's unecessary.

Infested Terran needed a buff so I'm glad they got one.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
ab0x
Profile Joined July 2010
Sweden9 Posts
Last Edited: 2010-07-09 11:31:32
July 09 2010 11:31 GMT
#602
I definietly agree that many of the changes wasn't needed. Force field and zealot in particular.
Nooumpidi
Profile Joined February 2010
Greece6 Posts
July 09 2010 11:32 GMT
#603
i havent read the hole thread but ithink banelings dont blow while borrowed the first unborrow. Thats bad .
dabom88
Profile Blog Joined July 2010
United States3483 Posts
July 09 2010 11:56 GMT
#604
I mean, I'm willing to do anything, give the Stalkers their Blink Shenanigans back, bring Zealots back to 33 time, and maybe give Protoss a couple more buffs while you're at it. Just make Force Field a research upgrade with a cheap cost, but time comparable with that of Concussive Shells.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
cocosoft
Profile Joined May 2010
Sweden1068 Posts
Last Edited: 2010-07-09 12:15:37
July 09 2010 12:15 GMT
#605
On July 09 2010 07:06 InToTheWannaB wrote:
Is there a diamond rank? I have not seen anything higher then plat since beta came back.
No one can join Diamond league at the beginning. You need to progress to it.
¯\_(ツ)_/¯
Snowfield
Profile Blog Joined April 2010
1289 Posts
July 09 2010 12:22 GMT
#606
Forcefields seem like a whole load of bullshit, and so does the new terran macro
PredY
Profile Joined September 2009
Czech Republic1731 Posts
July 09 2010 12:49 GMT
#607
seriously, bring back tabs...
http://www.twitch.tv/czelpredy
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-09 12:51:17
July 09 2010 12:49 GMT
#608
They should just put a "building gestion" menu in the options to let the player decide if he want to manage his building with tab or with multiple groups.

As a zerg player, i am was kind of disoriented when i miss grouped a rax with the wrong addon in a group. It messed everything. Since i'm not used to tab I prefer the new system.
But every terran are used to tab so just let us the choice in the menu.
Trok67
Profile Joined May 2010
France384 Posts
July 09 2010 13:11 GMT
#609
So hellions gonna be even harder to defends with zerglings... I really don't feel this change was necessary, they allready were really strong against zergs
synapse
Profile Blog Joined January 2009
China13814 Posts
July 09 2010 13:35 GMT
#610
The "We require more minerals" no longer sounds like mineraahhhls
:)
boezou
Profile Joined January 2009
United States56 Posts
July 09 2010 13:41 GMT
#611
On July 09 2010 22:35 synapse wrote:
The "We require more minerals" no longer sounds like mineraahhhls

oh my f?! really that's probably the most important thing that's happened. no joke though, that shit was annoying
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 09 2010 13:44 GMT
#612
@Zelniq

Regarding the ForceField change vs Zerg, it seems to put it more on par with Fungal growth, which is only 75 mana, is guaranteed to hold the enemy with even one cast, allows zerglings to surround and attack, works on air and ground, and does damage. If FF is useful at places besides a choke, which seems more balanced to me, maps may be opened up more for better surrounds by Zerg. Siegetanks or Terran balls may be less a problem if there are less tight maps, too. Obviously sentries are also attack units and can be made in much higher numbers (until Ultras come) than Infestors, but their role should not be reduced to merely holding a choke until macro kicks in.

Anyway, it's way too early to call the FF change a problem especially with slower zealot build times.
ab0x
Profile Joined July 2010
Sweden9 Posts
July 09 2010 14:07 GMT
#613
If FF gets researchable, the question is: where? Most people would be going warpgate research with their cybercore so it doesnt really fit well into most builds if it is researchable at the CC.
EnigmaZero
Profile Joined May 2010
United States56 Posts
July 09 2010 14:08 GMT
#614
Has anyone else noticed that attack move priority seems to have changed? It seems like units are more likely to just attack a building that's nearby rather than move a step or two to attack a unit.

I first noticed this when attack moving stalkers into an enemy's mineral line (some of them attacked his CC instead of the SCVs) and then again when pushing up a ramp (some units attacked the enemy gateway instead of his forces at the top).
Moutas
Profile Joined April 2007
Greece158 Posts
July 09 2010 14:08 GMT
#615
I think the Protoss Photon Cannons do less damage now (from 25 to 20), were they always 20 or is this a new change?
aka DeA & GRC-DeathLink
Cofo
Profile Blog Joined June 2010
United States1388 Posts
July 09 2010 14:11 GMT
#616
On July 09 2010 23:08 Moutas wrote:
I think the Protoss Photon Cannons do less damage now (from 25 to 20), were they always 20 or is this a new change?


Pretty sure they were always 20.
+ Show Spoiler +
Rokman
Profile Joined May 2010
United States63 Posts
July 09 2010 14:19 GMT
#617
Overlord Generate Creep sound effect seems much quieter


HALLELUJAH!




And thanks for posting this
Someone should build a pylon near their brain!
Win.win
Profile Joined March 2010
United States230 Posts
July 09 2010 14:25 GMT
#618
couple protoss changes i'd like to see reverted:

-when selecting a combination of gateways and warpgates, 'G' does not transform gateways into warpgates. slight inconvenience/annoyance
-dotted circles for pylon power fields. when there are multiple pylons near each other and the dotted circles are intersecting, it's not immediately clear where the power fields are. the solid blue shade was easier to recognize
SC2 Team Inflow: http://inflowgaming.net/
ataryens
Profile Joined June 2010
Iran213 Posts
July 09 2010 14:25 GMT
#619
Hey guys,
I'm at work (which happens to be a University) and I can't play due to lag. I can enter battle.net super fast but after that everything is slow and playing a game is impossible. (it worked very well in phase 1) Is there something new this patch or did my work somehow semi-block the game.
Thanks for your help.
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
July 09 2010 14:29 GMT
#620
I believe I've found another change (not related to balance) but still worth noting. It might just be a bug.

FPV in replays seems to be broken. When I watch someone's first person, the camera never tabs away from the main HQ building. Anyone else having this issue?
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
tathecat563
Profile Joined April 2010
United States96 Posts
July 09 2010 14:37 GMT
#621
Did anyone notice that Baneling AI is not as good anymore?

Banelings will now explode as long as it's in range of something and will now overkill (I think).
Hi
Noev
Profile Blog Joined January 2010
United States1105 Posts
Last Edited: 2010-07-09 14:47:13
July 09 2010 14:45 GMT
#622
One thing i noticed is that when you double click on a gateway or warpgate it no longer selects all of the gateways and warpgates on the screen it only selects all of the one you clicked, not a huge change but something i would do so that i could warp units and make warp gates in the same keyboard motion. However when i select gateways and warpgates i have been able to press "g" to get the gateways to change into warpgates
lunalisk_cr
Profile Joined July 2010
Costa Rica1 Post
July 09 2010 15:09 GMT
#623
On July 09 2010 23:37 tathecat563 wrote:
Did anyone notice that Baneling AI is not as good anymore?

Banelings will now explode as long as it's in range of something and will now overkill (I think).


I'm not sure but did the explosion get a range increase?
It has begun!
MiyaviTeddy
Profile Blog Joined October 2008
Canada697 Posts
July 09 2010 15:10 GMT
#624
Anyone feel that the roach got nerfed again?... I mean I can barely kite zealots with roaches because of...their attack delay/speed?
Aiyeeeee
EnigmaZero
Profile Joined May 2010
United States56 Posts
July 09 2010 15:10 GMT
#625
Also, not 100% a balance change but if you rally to a unit and the unit dies, instead of the rally point becoming the location of their death it just disappears altogether.
farseer_dk
Profile Joined June 2010
Canada71 Posts
July 09 2010 15:32 GMT
#626
Units can now get stuck INSIDE FF's. If you spam them ontop of units, instead of pushing them out, they get stuck inside the field.

Check here around 13 minutes --> [url blocked]
mao
Ic3d
Profile Blog Joined June 2010
Canada187 Posts
July 09 2010 15:57 GMT
#627
Wow thats some pretty stealth patching.
http://ic3d.ca -- Lots of cool stuff :P
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 09 2010 16:19 GMT
#628
On July 09 2010 23:29 getSome[703] wrote:
I believe I've found another change (not related to balance) but still worth noting. It might just be a bug.

FPV in replays seems to be broken. When I watch someone's first person, the camera never tabs away from the main HQ building. Anyone else having this issue?


FPV during games is broken as well.
starleague forever
bbulzibar
Profile Joined June 2010
United States80 Posts
July 09 2010 16:20 GMT
#629
Overseers feel much slower than they used to be. Can anyone else confirm?
ForKvatch
Profile Joined April 2010
United States54 Posts
July 09 2010 16:21 GMT
#630
Is it just me, or do the Ultra graphics settings seem a whole lot better?
They call me fork.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2010-07-09 16:24:27
July 09 2010 16:24 GMT
#631
Possible bug:

You cannot SHIFT QUEUE zerglings to morph into banelings once they reach their destination anymore.

I used to move my zerglings towards the corner of someone's base and then shift queue the morph into baneling command. They would start morphing once they reached their destination. Now they just ignore the shift command and start morphing on the spot.


I haven't tried overseers yet.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 09 2010 16:30 GMT
#632
You can now be double promoted:

I went from gold straight to diamond skipped platnium
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
July 09 2010 16:41 GMT
#633
so many bugs...
i dunno lol
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 09 2010 16:46 GMT
#634
On July 10 2010 01:20 bbulzibar wrote:
Overseers feel much slower than they used to be. Can anyone else confirm?


Could be possible but I didn't know any difference in speed. I think you just didn't upgrade ovie speed ?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
July 09 2010 17:03 GMT
#635
On July 10 2010 01:46 Numy wrote:
Show nested quote +
On July 10 2010 01:20 bbulzibar wrote:
Overseers feel much slower than they used to be. Can anyone else confirm?


Could be possible but I didn't know any difference in speed. I think you just didn't upgrade ovie speed ?


overlord upgrade speed doesn't affect overseers.
next week on Everybody Loves HypnoToad:
Bibdy
Profile Joined March 2010
United States3481 Posts
July 09 2010 17:08 GMT
#636
I can't be the only one who sees lot of vespene geysers look all weird and purple.
EnigmaZero
Profile Joined May 2010
United States56 Posts
July 09 2010 17:09 GMT
#637
On July 10 2010 02:08 Bibdy wrote:
I can't be the only one who sees lot of vespene geysers look all weird and purple.


You certainly aren't, I think pretty much everyone does. Not a big deal, I'm sure they'll fix it. At least it doesn't negatively impact gameplay.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
July 09 2010 17:15 GMT
#638
On July 09 2010 20:21 dabom88 wrote:

Yeah, I don't think the Transfusion and Creep Tumor nerfs were necessary. I was fine the way it was with them. Transfusion was underused as is.

I definitely don't think the Reaper and Zealot nerfs were necessary. The Reaper is underused as is, and the Zealot timing causes all sort of potential problems for Protoss.

.



These are like pre-nerfs. They see the potential power of transfusion and creep tumor and decide to nerf it before there are a ton of complaints. Also protoss all-ins are pretty powerful and this gives players a few more seconds to prepare for a reaper rush.
Developer for http://mtgfiddle.com
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 09 2010 17:17 GMT
#639
On July 09 2010 23:29 getSome[703] wrote:
I believe I've found another change (not related to balance) but still worth noting. It might just be a bug.

FPV in replays seems to be broken. When I watch someone's first person, the camera never tabs away from the main HQ building. Anyone else having this issue?



Do you mean the wireframe/selection? Try pressing escape whenever it gets "stuck"... that used to get around that problem.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 09 2010 17:17 GMT
#640
idk if its been mentioned(im not gonna go through these pages), but toss units can finally dance :D
Kill the Deathball
Stropheum
Profile Joined January 2010
United States1124 Posts
July 09 2010 17:26 GMT
#641
On July 08 2010 12:49 Toobz wrote:
Overlord speed cost is back to 100/100

Thanks for telling us what they didn't change. XD
That's how it was since like patch 14
za1ko
Profile Joined March 2010
Sweden8 Posts
July 09 2010 18:35 GMT
#642
voiceing in for the terran macro change and forcefield buff
taarna
Profile Joined June 2010
United States61 Posts
July 09 2010 18:49 GMT
#643
Fungal growth range feels shorter.

And I just watched a replay where my fungal growrth hit right next to a banshee. On slow, the green splashes even hit the banshees. BUT the FG missed. It may have been a weird cliff mechanic thing with air units, since they were hovering at the edge of a cliff.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
July 09 2010 18:54 GMT
#644
You have to hit the air unit position helper, not the air unit itself. The helper is a small line pointing towards the ground, and it has a small circle at the the bottom iirc. It is only shown while casting.
Basically you have to cast FG a bit below the Banshees, at the point where they would be if you look at them straight from the top.
If you have a good reason to disagree with the above, please tell me. Thank you.
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
July 09 2010 18:56 GMT
#645
i really don't like the parasite thing, this means that it is next to impossible to hijack terran with zerg, or you would have to hijack about 12 scvs, each continuing the cc, with toss, its easy, getting a probe is the problem.
What the Fu- REAPERS?!
taarna
Profile Joined June 2010
United States61 Posts
July 09 2010 19:35 GMT
#646
On July 10 2010 03:54 spinesheath wrote:
You have to hit the air unit position helper, not the air unit itself. The helper is a small line pointing towards the ground, and it has a small circle at the the bottom iirc. It is only shown while casting.
Basically you have to cast FG a bit below the Banshees, at the point where they would be if you look at them straight from the top.


Yea I know, but the range and radius both seem to be smaller. Can anyone confirm?
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
July 09 2010 19:38 GMT
#647
Is it just me or is FF bugging the HELL out of unit pathing now. Formerly, it was treated like scenery and they pathed around it. Now, if one of my units is close to a FF when it's dropped, it just plain STOPS. It sits there and does nothing until I give it more orders. I've noticed this while using them and having them used on me, mass sentry will probably be making a comeback.
Tiamat
Profile Joined February 2003
United States498 Posts
July 09 2010 19:53 GMT
#648
The best thing about this patch is that the end game data has changed back to the classic SC1 end screen!!!!!!!


Its all there, Units killed, units created, buildings razed! Minerals and gas mined!
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
July 09 2010 20:24 GMT
#649
Ergh, I wish they hadn't changed terran.

I keep reseting my waypoints now somehow, I have to go through my rax and cancel marines on tech lab rax.

Ergh.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 09 2010 20:28 GMT
#650
First person view is not broken.

I do note that you can hit ESC after selecting hotkey 1, and follow their view.

Only one person's view is followed though, it seems.

To be confirmed by myself and others as more replays are watched.
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
Al Bundy
Profile Joined April 2010
7257 Posts
July 09 2010 21:07 GMT
#651
I'm okay with all these changes, except the warpgate nerfs I feel they are a bit too extreme.
o choro é livre
Kiriya.Kite
Profile Joined July 2010
Canada32 Posts
July 09 2010 21:09 GMT
#652
Is it just me, or is the scan radius pretty big now?
Apolo
Profile Joined May 2010
Portugal1259 Posts
July 09 2010 22:06 GMT
#653
On July 10 2010 04:38 deth2munkies wrote:
Is it just me or is FF bugging the HELL out of unit pathing now. Formerly, it was treated like scenery and they pathed around it. Now, if one of my units is close to a FF when it's dropped, it just plain STOPS. It sits there and does nothing until I give it more orders. I've noticed this while using them and having them used on me, mass sentry will probably be making a comeback.


Mass sentry i doubt, because their damage is useless, but at least they might make the now fewer zealots more useful.
Bub
Profile Blog Joined June 2006
United States3518 Posts
July 09 2010 22:23 GMT
#654
On July 08 2010 13:29 MrMotionPicture wrote:
Critters! YES! I cannot wait to play


This is the one and only reason why I play SC2b! So much fun!
XK ßubonic
oursblanc
Profile Joined April 2010
Canada1450 Posts
July 09 2010 22:46 GMT
#655
On July 10 2010 06:09 Kiriya.Kite wrote:
Is it just me, or is the scan radius pretty big now?

It does seem bigger than I remember.
An oasis of horror in a desert of boredom!
DTown
Profile Blog Joined April 2010
United States428 Posts
July 09 2010 22:50 GMT
#656
Overall, I like the changes. With one exception, which is the creep nerf. I don't feel it was OP or imba and it lead to some very interesting play for players who were smart enough and capable enough to use it. It is the coolest unique aspect of Zerg, and they nerfed it pretty hard. Was doubling it really necessary?
NadaSound
Profile Joined March 2010
United States227 Posts
July 09 2010 22:52 GMT
#657
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


I can only seem to get ctrl+F8 to work, for the others I get menus that pop up. Does any one have an explaination?
Bob300
Profile Joined April 2010
United States505 Posts
July 09 2010 23:11 GMT
#658
Lost temple got the cliff behind the main shrunk so it is harder to hid a overload back there.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
nihlon
Profile Joined April 2010
Sweden5581 Posts
July 09 2010 23:14 GMT
#659
On July 10 2010 07:50 DTown wrote:
Overall, I like the changes. With one exception, which is the creep nerf. I don't feel it was OP or imba and it lead to some very interesting play for players who were smart enough and capable enough to use it. It is the coolest unique aspect of Zerg, and they nerfed it pretty hard. Was doubling it really necessary?


If you time it well, it don't have that big effect on the game. You'll still be able to creep the map pretty good, only somewhat slower. No big deal imo.
Banelings are too cute to blow up
Ruthless
Profile Joined August 2008
United States492 Posts
July 09 2010 23:28 GMT
#660
On July 10 2010 07:50 DTown wrote:
Overall, I like the changes. With one exception, which is the creep nerf. I don't feel it was OP or imba and it lead to some very interesting play for players who were smart enough and capable enough to use it. It is the coolest unique aspect of Zerg, and they nerfed it pretty hard. Was doubling it really necessary?


its blizzard balancing, something imba? just pick some multiplier and do that
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 09 2010 23:51 GMT
#661
On July 10 2010 07:52 NadaSound wrote:
Show nested quote +
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


I can only seem to get ctrl+F8 to work, for the others I get menus that pop up. Does any one have an explaination?


Yes, the hotkeys to bring up the menus are F9-F12.

Lol.

It's a terriblly unthought-out move by Blizz, that's the explanation :^^

---> Similar to the overlord poop creep noise, vikings no longer make my ears bleed.
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
NadaSound
Profile Joined March 2010
United States227 Posts
Last Edited: 2010-07-09 23:56:47
July 09 2010 23:54 GMT
#662
On July 10 2010 08:51 InfiniteIce wrote:
Show nested quote +
On July 10 2010 07:52 NadaSound wrote:
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


I can only seem to get ctrl+F8 to work, for the others I get menus that pop up. Does any one have an explaination?


Yes, the hotkeys to bring up the menus are F9-F12.

Lol.

It's a terriblly unthought-out move by Blizz, that's the explanation :^^

---> Similar to the overlord poop creep noise, vikings no longer make my ears bleed.


so are you saying that there is only one F key to utilize? If so that is totaly retarded
NATO
Profile Joined April 2010
United States459 Posts
July 09 2010 23:54 GMT
#663
I still don't understand the hellion change. Can someone explain this too me? Even playing around with it in game, I wasn't able to figure out what had changed.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-10 00:01:45
July 10 2010 00:01 GMT
#664
You can just rebind those commands back to F5-8 can't you?
BeJe77
Profile Joined April 2006
United States377 Posts
Last Edited: 2010-07-10 00:20:41
July 10 2010 00:14 GMT
#665
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me

InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-10 00:28:03
July 10 2010 00:27 GMT
#666
On July 10 2010 08:54 NadaSound wrote:
Show nested quote +
On July 10 2010 08:51 InfiniteIce wrote:
On July 10 2010 07:52 NadaSound wrote:
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


I can only seem to get ctrl+F8 to work, for the others I get menus that pop up. Does any one have an explaination?


Yes, the hotkeys to bring up the menus are F9-F12.

Lol.

It's a terriblly unthought-out move by Blizz, that's the explanation :^^

---> Similar to the overlord poop creep noise, vikings no longer make my ears bleed.


so are you saying that there is only one F key to utilize? If so that is totaly retarded



I am unfortunately saying that :[

But yea, this:

On July 10 2010 09:01 Bibdy wrote:
You can just rebind those commands back to F5-8 can't you?


I'll be rebinding them back to F1-F4 once EU is up and Tiler can work his magic.

F1-F4 are the only ones that really make any sense for me. Even F5-F8 were unusable for me due to having to look at the keyboard constantly.
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
NadaSound
Profile Joined March 2010
United States227 Posts
July 10 2010 00:32 GMT
#667
where can i find information on how to rebind commands
zergporn
Profile Joined April 2010
Estonia156 Posts
July 10 2010 00:38 GMT
#668
the new forcefield driving me crazy. broken mechanic. should not exist in game at all. goddamn ez mode protoss.
the game changes as you get higher
Palm
Profile Joined May 2010
Australia18 Posts
July 10 2010 00:39 GMT
#669
Even though I'm 99% sure this is a bug and not a deliberate change, I though since you had some bugs listed in your OP I would say something about it, sorry if it has already been mentioned.

At least for me since patch 16, Ultralisk Health which is meant to be 500 is reduced to 450 while burrowed and only returns to 500HP once un-burrowed. It's not a UI bug as I first suspected, as the tests I have done have resulted in the burrowed Ultralisk dieing in fewer hits then when above ground.
Cloak
Profile Joined October 2009
United States816 Posts
July 10 2010 00:43 GMT
#670
The Chrono Boost icon is wtf. It looks like that stupid gleam you get for staring at the sun. I liked the old one.
The more you know, the less you understand.
ChowYunCat
Profile Joined July 2010
1 Post
July 10 2010 00:50 GMT
#671
Is it possible to reduce or remove the critters? I find them really distracting, especially large ones.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 10 2010 00:52 GMT
#672
Can you somehow bind groups to F-keys now? Or what can you do with the F-keys? I never used them in SC
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 10 2010 00:53 GMT
#673
On July 10 2010 09:50 ChowYunCat wrote:
Is it possible to reduce or remove the critters? I find them really distracting, especially large ones.

a click ont hem and it'll kill them

Also like someone said above new chrono icon is ehhh
Artillery spawned from the forges of Hell
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 10 2010 00:58 GMT
#674
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.
ModeratorBlame yourself or God
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
July 10 2010 01:07 GMT
#675
On July 10 2010 09:53 arb wrote:
Show nested quote +
On July 10 2010 09:50 ChowYunCat wrote:
Is it possible to reduce or remove the critters? I find them really distracting, especially large ones.

a click ont hem and it'll kill them

Also like someone said above new chrono icon is ehhh

ya, i dont like the new chrono icon
BeJe77
Profile Joined April 2006
United States377 Posts
July 10 2010 01:13 GMT
#676
On July 10 2010 09:58 Zelniq wrote:
Show nested quote +
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.



It's not that the movement feels too sluggish or anything but its more like everything feels slow compared to Phase 1 of the beta, everything seems to have slowed down especially the pace, unless it's just because I haven't played it 3-4 weeks hence why I feel this way. I don't have problems running any of today's games at max settings but I'll look into it to be sure, might be driver or some setting messing it up.

nihlon
Profile Joined April 2010
Sweden5581 Posts
Last Edited: 2010-07-10 01:18:44
July 10 2010 01:17 GMT
#677
On July 10 2010 10:13 BeJe77 wrote:
Show nested quote +
On July 10 2010 09:58 Zelniq wrote:
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.



It's not that the movement feels too sluggish or anything but its more like everything feels slow compared to Phase 1 of the beta, everything seems to have slowed down especially the pace, unless it's just because I haven't played it 3-4 weeks hence why I feel this way. I don't have problems running any of today's games at max settings but I'll look into it to be sure, might be driver or some setting messing it up.



I noticed a couple of streamers saying the same thing. (Or maybe it was one saying it twice) Weird anyhow.

*Impatiently waiting for EU to come back up*
Banelings are too cute to blow up
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
July 10 2010 01:22 GMT
#678
while fucking up terrans barracks, did they at least take away the key from toss to select all warpgates?
Kevmeister @ Dota2
BeJe77
Profile Joined April 2006
United States377 Posts
July 10 2010 01:28 GMT
#679
On July 10 2010 10:17 nihlon wrote:
Show nested quote +
On July 10 2010 10:13 BeJe77 wrote:
On July 10 2010 09:58 Zelniq wrote:
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.



It's not that the movement feels too sluggish or anything but its more like everything feels slow compared to Phase 1 of the beta, everything seems to have slowed down especially the pace, unless it's just because I haven't played it 3-4 weeks hence why I feel this way. I don't have problems running any of today's games at max settings but I'll look into it to be sure, might be driver or some setting messing it up.



I noticed a couple of streamers saying the same thing. (Or maybe it was one saying it twice) Weird anyhow.

*Impatiently waiting for EU to come back up*


Thank god we don't have real ID otherwise I would of had a stalker ...once EU gets up let me know what you think. I kind of hope it's just because I have not played it in while hahaha because the game speed seems slow slow :X


InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-10 01:36:45
July 10 2010 01:35 GMT
#680
On July 10 2010 10:22 FliedLice wrote:
while fucking up terrans barracks, did they at least take away the key from toss to select all warpgates?


I don't see how the two are relevant to one another.

And no, they did not.

Though even if they did, I would simply hotkey all my warpgates to 4.

Also, to people saying the game speed seems slow, I agree with you.

When I hosted a few CGs vs friends of mine, I kept asking them if I hosted it on faster, does the speed seem right to you guys? I thought maybe I was just out of touch with SC2, but maybe not, since it seems I'm not the only one.....
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
Zeromadcowz
Profile Joined March 2010
Canada241 Posts
July 10 2010 03:50 GMT
#681
I noticed in my first game that it felt slow and I'm still not used to it being seemingly set to "fast"
Leeto
Profile Joined August 2007
United States1320 Posts
July 10 2010 04:07 GMT
#682
Infestors can no longer Neural Parasite allied units. I'm kinda disappointed because I like taking my ally's stuff when we're super ahead in games..
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
July 10 2010 06:09 GMT
#683
On July 10 2010 10:17 nihlon wrote:
Show nested quote +
On July 10 2010 10:13 BeJe77 wrote:
On July 10 2010 09:58 Zelniq wrote:
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.



It's not that the movement feels too sluggish or anything but its more like everything feels slow compared to Phase 1 of the beta, everything seems to have slowed down especially the pace, unless it's just because I haven't played it 3-4 weeks hence why I feel this way. I don't have problems running any of today's games at max settings but I'll look into it to be sure, might be driver or some setting messing it up.



I noticed a couple of streamers saying the same thing. (Or maybe it was one saying it twice) Weird anyhow.

*Impatiently waiting for EU to come back up*


Yeah when I was playing the ai when beta was still down the game felt much faster than it is now. It makes it easier for me to macro at least.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
chekthehek
Profile Joined May 2010
United States279 Posts
July 10 2010 06:25 GMT
#684
On July 10 2010 15:09 guitarizt wrote:
Show nested quote +
On July 10 2010 10:17 nihlon wrote:
On July 10 2010 10:13 BeJe77 wrote:
On July 10 2010 09:58 Zelniq wrote:
On July 10 2010 09:14 BeJe77 wrote:
is it just me or does the game feel very slow paced now?

What I mean by slow paced is the speed of the game, everything sort of feels sluggish or is it just me


may be hardware issues, people have complained about lag/video problems in phase 2.



It's not that the movement feels too sluggish or anything but its more like everything feels slow compared to Phase 1 of the beta, everything seems to have slowed down especially the pace, unless it's just because I haven't played it 3-4 weeks hence why I feel this way. I don't have problems running any of today's games at max settings but I'll look into it to be sure, might be driver or some setting messing it up.



I noticed a couple of streamers saying the same thing. (Or maybe it was one saying it twice) Weird anyhow.

*Impatiently waiting for EU to come back up*


Yeah when I was playing the ai when beta was still down the game felt much faster than it is now. It makes it easier for me to macro at least.


for some reason I am also thinking this as well as the other people.

i was obs'ing a game that involved two friends, and I asked them if they put this on fast mode instead of faster. this was just me looking at the speed the workers moved at.
BoostJC
Profile Joined July 2010
Canada10 Posts
July 10 2010 07:00 GMT
#685
There are a lot of subtle changes that makes match ups interesting, although now it seems beh. trying to get the match ups in my mind.

also blizzard didn't mention that EVERYONE and their grandmother would be studying pro games and build orders the whole down season.

i have to catch up now because i didnt study and improve while it was down.
Random Strategies= Zerg 6 pool - Toss 4 Gate - Terran 3 Rax Marauders
BishopONe
Profile Joined November 2003
Spain242 Posts
July 10 2010 08:19 GMT
#686
I don't completely like the new cybernetics core animation, I mean in sc1 the rotating speed of the core while researching was supposed to be super fast and looked much cooler.
:D
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
July 10 2010 08:22 GMT
#687
This has probably been mentioned about a billion times but I just played my first game and the minerals have changed colour to a deeper blue, looks very nice.
"Crom laughs at your four winds!"
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-10 10:04:44
July 10 2010 10:01 GMT
#688
Has Evo Chambers always been able to be made before the spawning pool?

nvm, I'm a retard never made evo's before spawning pools hmm didn't notice.
G4MR | I mod day9, djwheat and GLHF's stream
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 10 2010 10:22 GMT
#689
On July 10 2010 17:19 BishopONe wrote:
I don't completely like the new cybernetics core animation, I mean in sc1 the rotating speed of the core while researching was supposed to be super fast and looked much cooler.


Does it really matter?
Dox
Profile Blog Joined April 2010
Australia1199 Posts
July 10 2010 10:45 GMT
#690
I did a search and didn't see it mentioned yet... but the terrain beneath each spawn (behind the minerals) has been modified on Desert Oasis so that Cannons/Bunkers and in particularly Reapers can no longer reach the mineral line easily. Reapers are now required to travel much further before they can gain access to the mineral line.
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
Feos
Profile Joined July 2010
Germany71 Posts
July 10 2010 11:19 GMT
#691
i was just able to log in (europe) and tried the new AI
i spawned as zerg and i want to mention that the cd on creep tumor was 15 sec for me
i can NOT confirm 30 sec CD on creep tumor
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
July 10 2010 14:25 GMT
#692
I can't remember the exactly how slow it was in phase one, but I am confident the Mothership has a much faster top speed now. I first noticed it watching a recent show match (+ Show Spoiler +
so all credit to White-Ra for finding it
), and after testing it myself aggressive recalls and the Mothership in general seemed far more viable. It's initial acceleration is still slow but it continues to build speed, and it maintains that speed even when it turns as long as it keeps moving.

Writer
Sergeras
Profile Joined May 2010
Bulgaria185 Posts
July 10 2010 14:26 GMT
#693
Inceneration zone has been removed i dunno if some1 posted it already
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 10 2010 14:41 GMT
#694
On July 10 2010 23:26 Sergeras wrote:
Inceneration zone has been removed i dunno if some1 posted it already


Lol dude, that's been removed since like Phase 1 patch 12(?)
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
nyshak
Profile Joined May 2010
Germany132 Posts
July 10 2010 14:46 GMT
#695
Roaches and Infestors need to be able to burrow beneath force fields. I really hope this is just a bug.
B-)
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-07-10 14:55:41
July 10 2010 14:47 GMT
#696
On July 10 2010 23:46 nyshak wrote:
Roaches and Infestors need to be able to burrow beneath force fields. I really hope this is just a bug.

You just need to choose where you fight more wisely (is that a word?)
to not get totally raped by them

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

ALSO AM I THE ONLY ONE
who thinks Protoss attack upgrade should be changed to A? Instead of Armor being on A and Attack being on ..G???

I always get armor instead of attack ;;
Artillery spawned from the forges of Hell
nyshak
Profile Joined May 2010
Germany132 Posts
July 10 2010 15:07 GMT
#697
On July 10 2010 23:47 arb wrote:
Show nested quote +
On July 10 2010 23:46 nyshak wrote:
Roaches and Infestors need to be able to burrow beneath force fields. I really hope this is just a bug.

You just need to choose where you fight more wisely (is that a word?)
to not get totally raped by them

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

ALSO AM I THE ONLY ONE
who thinks Protoss attack upgrade should be changed to A? Instead of Armor being on A and Attack being on ..G???

I always get armor instead of attack ;;


Why? I was not aware of any imbalance roaches and infestors caused because they could move beneath force fields. If anything it made sentries more worthwhile vs. terran and less so vs. zerg. That kind of diversity is what makes SC so cool.

Plus Tunneling claws is a T2 upgrade, if you really want to beat zerg with force fields you should probably use them before there is a Roach Warren, a Lair and the upgrade.
B-)
Sergeras
Profile Joined May 2010
Bulgaria185 Posts
July 10 2010 15:15 GMT
#698
The P key now pauses and resumes the game properly* especially for day9
ccdnl
Profile Joined April 2010
United States611 Posts
Last Edited: 2010-07-10 15:37:11
July 10 2010 15:36 GMT
#699


Very nicely done Zelniq. Great compilation. And thanks everyone who contributtteeeeedddd!!!
civil cervixes || Kang Min Fan || I like TLO, TLO= German, I like Germans..?
Salvarias
Profile Joined May 2010
Denmark231 Posts
July 10 2010 15:50 GMT
#700
creep tumor reproduce cooldown is still 15, and roach speed now requires lair, so another nice ninja nerf to roaches, what has that unit done to blizzard ? :S
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)
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
Noobville17921 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
Sweden1011 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
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
firebound12
Profile Joined March 2010
Canada274 Posts
July 12 2010 02:19 GMT
#761
On July 12 2010 05:48 arb wrote:
Show nested quote +
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


I don't think that's a good idea. Most players will have 1 Nydus Network, and sniping it would be too easy to kill all the other ones that were created. It cost 100/200 for a reason.

By the way, if you kill the network, the zerg player will not be able to create more nydus worms, so he can only A) try to build another one or B) Try to exit all his units before all the nydus worms are dead. I think that's a reasonable tradeoff.
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
July 12 2010 14:43 GMT
#762
The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.

Very good change!
That boys a monster
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 12 2010 16:49 GMT
#763
On July 12 2010 10:24 nuclear_nub wrote:
Show nested quote +
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.



Yeah this wasn't mentioned in the patch notes. I was really surprised to find my units were piling up back at the home home base when I was playing. I don't know if it was a good or bad change but I am glad you figured out why, I guess I can't rally to a single marine anymore.
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!"
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 12 2010 16:49 GMT
#764
On July 12 2010 23:43 Cade)Flayer wrote:
The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.

Very good change!


Great find, that really got annoying quick.
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!"
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 12 2010 16:52 GMT
#765
Idk if this is new but hitting B rewinds a replay

just found this out earlier
Artillery spawned from the forges of Hell
101TFP
Profile Blog Joined May 2010
420 Posts
July 12 2010 19:34 GMT
#766
On July 12 2010 23:43 Cade)Flayer wrote:
The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.

Very good change!



Damn, came here to report this.

The Ghost actually puts his rifle in his backpack.

[image loading]


The Ghost on the left is set to hold fire.
People get what they get, this has nothing to do with what they deserve.
ForKvatch
Profile Joined April 2010
United States54 Posts
July 12 2010 19:43 GMT
#767
I don't remember if this was changed in an earlier patch (or has always been there because I haven't seen it used very often), but when roaches have the tunneling claws upgrade they grow these cool-looking spikes on their backs.
They call me fork.
Xeken
Profile Joined May 2010
United States77 Posts
July 12 2010 19:52 GMT
#768
I did some testing with the ultra's AoE. Apparently the data change (the 45 degree arc placed before the 180 degree arc) is an override. It seems that the ultra's AoE is nerfed to 45, instead of having two area checks for each attack. If I'm wrong please correct me.
OldEnt
Profile Joined July 2010
Poland90 Posts
July 13 2010 09:11 GMT
#769
On July 13 2010 04:34 101TFP wrote:
Show nested quote +
On July 12 2010 23:43 Cade)Flayer wrote:
The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.

Very good change!



Damn, came here to report this.

The Ghost actually puts his rifle in his backpack.

[image loading]


The Ghost on the left is set to hold fire.

Nice find! I'll check that out! BTW you meant right, not left, am I right?
iiomega
Profile Joined May 2010
Romania94 Posts
July 13 2010 10:30 GMT
#770
Can't remember if this was in before or not, but I noticed that now units lifted with the Phoenix's Graviton Beam are squirming and struggling in mid-air. I'm kinda sure I never saw this in phase 1.

For example, a lifted Hydra will flail its arms about and struggle to escape. Will need to try with other units as well.
For the night is dark and full of Terrans!
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
July 13 2010 10:41 GMT
#771
On July 12 2010 10:51 RandomBS wrote:
Show nested quote +
On July 12 2010 10:47 Zelniq wrote:
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

holy fuking shit fazing is sick
for there to be pro there has to be noob.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 13 2010 10:45 GMT
#772
On July 13 2010 01:52 arb wrote:
Idk if this is new but hitting B rewinds a replay

just found this out earlier

It was always there, and hitting F makes it jump forward again. I think B jumps 15 seconds back and F jumps 5 minutes ahead or to the front of the replay.
superman.
Profile Joined July 2010
65 Posts
July 13 2010 10:51 GMT
#773
wow I never even use reapers, maybe 1 once in a while in tvt, but did they SERIOUSLY nerf reapers?

Lol no one even uses reapers. Blizzard is really clueless sometimes. I think a -5 second build time would have been a much more expected change on their part.

nerf the most underused unit in the game... smart.

maybe nerf the mothership, and archons next. lol
MythicalMage
Profile Joined May 2010
1360 Posts
July 13 2010 11:32 GMT
#774
On July 13 2010 19:51 superman. wrote:
wow I never even use reapers, maybe 1 once in a while in tvt, but did they SERIOUSLY nerf reapers?

Lol no one even uses reapers. Blizzard is really clueless sometimes. I think a -5 second build time would have been a much more expected change on their part.

nerf the most underused unit in the game... smart.

maybe nerf the mothership, and archons next. lol

That's a bad analogy. Archons and Motherships actually have a purpose, albeit not a very good one. Reapers need to be entirely redone before release if they expect us to use them.
HubertFelix
Profile Joined April 2010
France631 Posts
July 13 2010 11:33 GMT
#775
I'm zerg and ~40% of my ZvT, I am reaper harassed.
I'm surprised to never see any reaper raid (5-6 reapers) in the late game.

I guess it's because of the game is too young (same reason for nydus in late game).
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
July 13 2010 13:06 GMT
#776
On July 13 2010 20:33 HubertFelix wrote:
I'm zerg and ~40% of my ZvT, I am reaper harassed.
I'm surprised to never see any reaper raid (5-6 reapers) in the late game.

I guess it's because of the game is too young (same reason for nydus in late game).


I had the same thoughts, people are trying to exploit every little trick from the beginning but really forgetting about late game harass and another cute stuff that slows the opponent. Really the game is probably too young. It seems to me like: build a bigger army and win one fight kind of a game. Same was SC 1 first years. I really hope it will turn out better than i expect now.
Brood War is the best RTS that has ever been created.
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
Last Edited: 2010-07-13 13:19:47
July 13 2010 13:16 GMT
#777
On July 13 2010 20:33 HubertFelix wrote:
I'm zerg and ~40% of my ZvT, I am reaper harassed.
I'm surprised to never see any reaper raid (5-6 reapers) in the late game.

I guess it's because of the game is too young (same reason for nydus in late game).

It's probably because against Protoss they can easily just warp in 2-3 stalkers to deal with it, against Zerg they'll have zerglings with speed and overlords everywhere to spot and against Terran... Well you could get lucky with Terran but the moment a marauder with concussive shells pops out you're screwed. They're just too gas heavy and, more importantly, shut down your barracks for 45 seconds and die so damn fast.

I've had people try to do late game reaper rushes with like 10 reapers before, they just ran into some blink stalkers and died hilariously fast, good use of 500 gas and 450 barracks-seconds there...

Reapers will need a really big change to be useful beyond scouting and opening game harrassment.
gruntrush
Profile Joined May 2008
Canada134 Posts
July 13 2010 13:19 GMT
#778
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


This actually isn't new either. It used to indicate that the roaches had the upgrade that made them regenerate faster while burrowed. When they removed that upgrade and combined it with tunneling claws they also included the spikes visual. It all went down I think that last patch before phase one ended.
Don't worry, That's halo
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 13 2010 13:23 GMT
#779
Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Knutzi
Profile Joined July 2009
Norway664 Posts
July 13 2010 14:03 GMT
#780
Did they nerf feedback range? i swear they refuse too feedback those ghosts before they get emped/sniped
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.
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
July 14 2010 02:45 GMT
#801
I find it rather amusing that Blizzard accidentally published the internal version to the live servers. Whoops. Someone at Blizz HQ is probably getting teased for that rookie mistake.
. . . nevermore
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
July 14 2010 02:46 GMT
#802
I was really hoping the NP to 12 seconds wasn't intentional.
aepal
Profile Joined May 2010
Netherlands123 Posts
Last Edited: 2010-07-14 02:50:40
July 14 2010 02:50 GMT
#803
What about the one of the biggest of them all ? Pathing!? Seriously, units are suddenly so dumb now and i even had scenario's where units just did not move at all ..
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 14 2010 02:53 GMT
#804
On July 14 2010 11:50 aepal wrote:
What about the one of the biggest of them all ? Pathing!? Seriously, units are suddenly so dumb now and i even had scenario's where units just did not move at all ..

That sounds like a personal problem

I have not had any issue with the "Genius" pathing in SC2 and i havn't heard any new news since phase 2 started
"Zerg, so bad it loses to hydras" IdrA.
Thoramas
Profile Joined April 2010
Singapore152 Posts
July 14 2010 02:54 GMT
#805
On July 14 2010 10:54 Zelniq wrote:
I have greatly updated the OP, post patch 17, after testing the changes out myself.


Thanks for the update after patch 17, great work!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-07-14 02:55:21
July 14 2010 02:54 GMT
#806
On July 14 2010 11:46 Wr3k wrote:
I was really hoping the NP to 12 seconds wasn't intentional.


Last game I played I NP two thors and they both were back to normal before the end of the battle ... you now gotta focus on killing the thors asap even during battles which makes it significantly worse than it was... as the Terran player won't try to kill it anymore...
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
July 14 2010 03:24 GMT
#807
I test the blink stalker and they still can't get up a ramp blocked by a rock w/o vision
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
aepal
Profile Joined May 2010
Netherlands123 Posts
Last Edited: 2010-07-14 03:53:57
July 14 2010 03:52 GMT
#808
On July 14 2010 11:53 TheKing. wrote:
Show nested quote +
On July 14 2010 11:50 aepal wrote:
What about the one of the biggest of them all ? Pathing!? Seriously, units are suddenly so dumb now and i even had scenario's where units just did not move at all ..

That sounds like a personal problem

I have not had any issue with the "Genius" pathing in SC2 and i havn't heard any new news since phase 2 started


Let me assure you it is not a personal problem, maybe i just play so much i notice these bugs/glitches with units lately.

I know i am not the only one experiencing this. Anyways the reason i mention this is because there isn't any patchnotes or whatsoever regarding pathing, and they did something with it 1000%
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
July 14 2010 04:00 GMT
#809
i'm so glad that they reverted those roaches to be able to burrow under forcefields
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
July 14 2010 04:02 GMT
#810
unfortunatley this means that zerg can no longer "hijack" terran by NP scv.

only way is, hijack 40 scvs, start a cc, then make a TINy bit more progress each NP.

but toss finishes the buildings

while this change was intended to not make infestors vs thors so powerful, i liked making bcs with zerg after abandoning the zerg, and all the enemys are like,

WHUUUUUUUUUUUUTT??????!!!
What the Fu- REAPERS?!
rastaban
Profile Blog Joined May 2010
United States2294 Posts
Last Edited: 2010-07-14 04:07:22
July 14 2010 04:07 GMT
#811
thanks so much for tracking these changes Zelniq, I would be so lost without this wonderful list to keep me up to date.

Glad a lot of the useless changes were reverted, only change I don't like is the NP limit, but hey since I have been playing Terran it is pretty nice
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!"
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
July 14 2010 04:08 GMT
#812
Yea bcs are sorta iwin buttons. I dont get the unlisted patch changes. Whats the use of patch notes when the majority of changes are unlisted? is it crowd control? a way to nerf forum trolls and QQ? or what?
"Mudkip"
HasHe201
Profile Joined March 2010
United States160 Posts
July 14 2010 04:10 GMT
#813
any1 else notice rally attack has been re-added? :o
buycheese
Profile Joined May 2010
12 Posts
July 14 2010 04:10 GMT
#814
i definitely saw the pathing problem earlier today when I tried to make a bunker and my scv repeatedly marched straight into a stationary marauder that was standing next to one rax and nothing else.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-07-14 05:56:49
July 14 2010 05:52 GMT
#815
On July 14 2010 13:10 HasHe201 wrote:
any1 else notice rally attack has been re-added? :o

tested, rally points still issue move commands not attack-move commands, just like THEIR patch notes said for Patch 16 (prev patch)

after some attempts i'm unable to reproduce any sort of pathing issues
ModeratorBlame yourself or God
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2010-07-14 08:04:14
July 14 2010 05:55 GMT
#816
"Roaches and infestors can no longer move under Force Fields while burrowed
Confirmed to have been reverted in Patch 17! clearly intentional."

YAY!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 14 2010 06:03 GMT
#817
On July 14 2010 11:50 aepal wrote:
What about the one of the biggest of them all ? Pathing!? Seriously, units are suddenly so dumb now and i even had scenario's where units just did not move at all ..

this is likely a result of forcefields. they screw up the pathing system bad.
lololol
Profile Joined February 2006
5198 Posts
July 14 2010 06:29 GMT
#818
Ultralisk had only +3 per upgrade before the patch.
Now they have +2 and +2 vs armored.

That's surely an intended change.
I'll call Nada.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 14 2010 06:33 GMT
#819
Pretty sure you can see mules being called down through the fog of war now =/
Administrator~ Spirit will set you free ~
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 14 2010 07:13 GMT
#820
On July 14 2010 15:33 Plexa wrote:
Pretty sure you can see mules being called down through the fog of war now =/


It's been that way since forever hasn't it? Or was it fixed at some point?
Moderator
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-07-14 07:17:37
July 14 2010 07:17 GMT
#821
I think it's been like that?
ModeratorBlame yourself or God
NATO
Profile Joined April 2010
United States459 Posts
July 14 2010 07:38 GMT
#822
Zerg interface improvements are intentional non-balance related changes, but terran interface improvements are unintentional balance related changes? How is this not biased...?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 14 2010 07:50 GMT
#823
Probably has, but should be fixed nonetheless
Administrator~ Spirit will set you free ~
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2010 07:58 GMT
#824
<3 zealot changed back -5 sec!

So important when forcing zerg to go roaches.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
ALPINA
Profile Joined May 2010
3791 Posts
July 14 2010 07:59 GMT
#825
I don't like bunker build time decrease, it only gives more offensive use for bunkers.
You should never underestimate the predictability of stupidity
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
July 14 2010 08:02 GMT
#826
On July 14 2010 15:33 Plexa wrote:
Pretty sure you can see mules being called down through the fog of war now =/

Heh, yeah this freaked me out earlier when I had speedlings in some guy's nat and saw a gigantic mule pod zooming across the top of the screen screen into his main. Definitely still in the game.
. . . nevermore
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 18:03 GMT
#827
Has this always been the case? + Show Spoiler +
[image loading]
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 18:04 GMT
#828
On July 14 2010 16:59 Alpina wrote:
I don't like bunker build time decrease, it only gives more offensive use for bunkers.

This was the same time it was originally, before Phase 2.
skyR
Profile Joined July 2009
Canada13817 Posts
July 14 2010 18:05 GMT
#829
On July 15 2010 03:03 MythicalMage wrote:
Has this always been the case? + Show Spoiler +
[image loading]


Yes, this has always been the case.
genotyrant
Profile Joined April 2010
Cambodia46 Posts
July 14 2010 20:02 GMT
#830
I dunno if this is right, but in the new patch archons have 350 shields, I always thought it was 300... can someone correct me if im wrong?
I dont use quotes
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
July 14 2010 20:33 GMT
#831
it's always been 350
ModeratorBlame yourself or God
MythicalMage
Profile Joined May 2010
1360 Posts
July 14 2010 23:19 GMT
#832
Did air units always show the line that shows their location on the ground? I thought they used to only do so when selected.
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 14 2010 23:32 GMT
#833
for me, I like the ghost change the best. B4 it kept resetting and my ghosts would shoot and have a big "HELLO COME TO ME OBSERVER" sign on their heads. Now they will maintain hold fire
Sup
EvilMaishidon
Profile Joined May 2010
United States125 Posts
July 15 2010 20:58 GMT
#834
I noticed that the Thor's 250mm cannon is no longer requires research.
EvilMaishidon
Profile Joined May 2010
United States125 Posts
July 15 2010 21:54 GMT
#835
I noticed that the Thor's 250mm cannon is no longer requires research.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-07-15 21:56:40
July 15 2010 21:56 GMT
#836
On July 16 2010 06:54 used man wrote:
I noticed that the Thor's 250mm cannon is no longer requires research.

..It still does..
??
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 15 2010 22:01 GMT
#837
On July 16 2010 06:54 used man wrote:
I noticed that the Thor's 250mm cannon is no longer requires research.


Orly? Pretty sure they do, since I had to research it before Thorship sniping a hatch yesterday.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
July 17 2010 06:18 GMT
#838
Just wrote in Blizz tech forums...hope it receives more attention -
http://beta-us.battle.net/sc2/en/forum/topic/20062019
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 220
UpATreeSC 153
CosmosSc2 57
StarCraft: Brood War
MaD[AoV]4
Stormgate
NightEnD5
Dota 2
NeuroSwarm104
League of Legends
Grubby4524
Counter-Strike
Stewie2K876
Foxcn331
Super Smash Bros
Mew2King105
PPMD66
AZ_Axe14
Other Games
summit1g11708
FrodaN2861
shahzam752
Day[9].tv528
C9.Mang0225
ViBE203
Skadoodle193
Maynarde126
ROOTCatZ68
Trikslyr62
Liquid`Ken10
Organizations
Other Games
gamesdonequick3675
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 66
• RyuSc2 39
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• HerbMon 32
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21526
League of Legends
• Doublelift3401
• TFBlade690
Other Games
• imaqtpie2062
• Scarra826
• Day9tv528
Upcoming Events
PiGosaur Monday
36m
uThermal 2v2 Circuit
16h 36m
Replay Cast
1d
The PondCast
1d 10h
OSC
1d 13h
WardiTV European League
1d 16h
Replay Cast
2 days
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
[ Show More ]
CSO Contender
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.