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Unconfirmed Patch 1.1 Notes - Page 10

Forum Index > SC2 General
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Jenslyn87
Profile Joined May 2010
Denmark527 Posts
September 16 2010 10:04 GMT
#181
Seems extremely interesting!! And mostly good. I am a bit worried about the Z changes tho. Not saying they didn't need to be stronger vs. terran, but that overlord speed might make them have sooo much map control and scouting info that things get a bit out of hand... hard to say.

But generally things look good
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
cocosoft
Profile Joined May 2010
Sweden1068 Posts
September 16 2010 10:04 GMT
#182
Pretty old news..

The only "patch note" that I'm little confused with is
- Fixed a bug that caused Random players to not see their cursor during the loading screen.

I'm Random... I never see cursor during the loading screen. Just sometimes when a bug appears causing it to be visible (also let me see which race I spawn is), assuming this is a "bug".
¯\_(ツ)_/¯
decemvre
Profile Joined May 2010
Romania639 Posts
September 16 2010 10:04 GMT
#183
On September 16 2010 19:02 Heosat wrote:
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.


Not if you have 20 OL and you always keep them on top of your hidra army
decemberTV
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
September 16 2010 10:05 GMT
#184
On September 16 2010 18:58 Jayson X wrote:
Show nested quote +
Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.


Wouldn't it be hilarious if Blizzard deleted these fake notes but then read that line and go like "wait..is that acctualy possible???" :D I remember a few years ago when they asked a Blizzard guy about the hatchery bug in BW and he was like "There is a hatchery bug?" (think it was that bug)


Wouldn't it be hilarious if Blizzard deleted these fake notes but then read a few of the responses and went like: "Wait... is THIS what the community wants"

I hope they read stuff like this. If the response of the community is unanimously (well, close) positive, the least you can do is test some of the stuff out.
Bankai - Correlation does not imply causation
xinxy
Profile Joined April 2010
Canada116 Posts
September 16 2010 10:05 GMT
#185
On September 16 2010 18:10 bleen wrote:
- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.


This is a bit confusing. Carriers already come with 4 prebuilt interceptors. Carriers are also definitely not strong enough to warrant a cost increase.

What I believe this change to be is that carriers cost 50 more minerals but come with an EXTRA 4 interceptors so with a total of 8 prebuilt interceptors right out of the Stargate. Could this be the intended change? Maybe it was lost in the translation...
Evil will always triumph because good is dumb.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
Last Edited: 2010-09-16 10:07:04
September 16 2010 10:06 GMT
#186
On September 16 2010 19:03 fallore wrote:
I'm pretty disAppointed that they didn't fix the attack priority of repairing scvs. That's actually the biggest reason that I think these are fake, lol

Yea man this needs to be fixed :/

Xinxy: I'm pretty sure that's what is meant, but yea you wouldn't think so from the notes!
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
September 16 2010 10:06 GMT
#187
On September 16 2010 19:03 fallore wrote:
I'm pretty disAppointed that they didn't fix the attack priority of repairing scvs. That's actually the biggest reason that I think these are fake, lol



Ah yes - this one too. I actually finished the campaign on brutal and noticed that the AI focused your repairing SCV:s in the Thor mission. Made them so much less effective in the heat of battle. This should definitely be added.
No Quote
waxypants
Profile Blog Joined September 2009
United States479 Posts
September 16 2010 10:06 GMT
#188
God I hope this is real.
petro[void]
Profile Joined April 2010
United States43 Posts
September 16 2010 10:06 GMT
#189
On September 16 2010 19:03 Thiria wrote:
Show nested quote +
On September 16 2010 19:02 Heosat wrote:
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.


But 3 OLs in a ball doing it would.


I'd imagine that this is blizzard's way of making hydras more viable as a pushing unit, I can definitely see this being viable (and I think it's pretty awesome). A wave of advancing overlords leading a pack of hydras ravenous for slightly nerfed terran/toss blood will make for some increased variety in high level matches.
Negative, I am a meat popsicle.
Kyouya
Profile Joined January 2008
Mexico318 Posts
September 16 2010 10:06 GMT
#190
On September 16 2010 18:30 Plexa wrote:If this is real then players with better multitask are going to be rewarded - as it should be in the first place. This would definitely be a patch which raises the skill ceiling of the game.

Pretty much this, im already loving these patch notes, not just for zerg but terran and protoss too, harder macro mechanics, good good.
Strike First, Strike Hard, Show No Mercy.
Nexic
Profile Blog Joined May 2010
United States729 Posts
Last Edited: 2010-09-16 10:09:48
September 16 2010 10:07 GMT
#191
Ghost/HTs seeing up cliffs doesn't seem to make much sense
lololol
Profile Joined February 2006
5198 Posts
September 16 2010 10:08 GMT
#192
- Carriers now spawn with four Interceptors prebuilt.

They already do, so it's fake notes mixed with the real ones.
I'll call Nada.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
September 16 2010 10:08 GMT
#193
Very interesting.
Administrator
Velr
Profile Blog Joined July 2008
Switzerland10827 Posts
September 16 2010 10:08 GMT
#194
On September 16 2010 19:02 Heosat wrote:
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.


If you would let multiple overlords patrol the same Area, the Creep would spread very fast. This would buff Hydras a lot.


Or something diffrent:
You let an overlord move in the direction of the enemy base and extra-Queens follow and put down tumors.
This atm, while theoretically possible, needs tons of attention, with moving Creepspread all you have to do is controll your Queens following 1 Overlord.
SeaSmoke
Profile Joined July 2010
United States326 Posts
September 16 2010 10:08 GMT
#195
On September 16 2010 19:08 Liquid`Nazgul wrote:
Very interesting.


omg live nazgul post.
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
Last Edited: 2010-09-16 10:16:54
September 16 2010 10:09 GMT
#196
On September 16 2010 19:01 Shikyo wrote:
Show nested quote +
On September 16 2010 18:56 shannn wrote:Forgetting 1 CB would mean if u had 50 energy you would never get below ~25 sec again since u can only CB every 20 sec and you gain about 25 energy every 20 sec.

You never tested it or just aren't good enough to notice when the boost ends

Clearly you missed my point in that post maybe read the full context alright? To explain my point was what are you going to do if there's a CB cd as Protoss. You can't do anything else with it. As Terran a Mule CD you will be forced to use the other options. As a Protoss you don't have another option. Unless I'm thinking something entirely different of the CB cd enlighten me then.

Edit:
the post after you that quoted you is telling my point also clearly.
This way Protoss can not save nexus energy for a fast timing push to CB warpgate tech or 2 fast immortals or upgrades AT ALL.

Edit2:
Read your post about the energy and I understand what you meannow and I wasn't stating a fact about the 25 energy per 20 sec I was just making that up (hence the ~ since I don't know the exact number) but it was said to make up for my point in the post after that.
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
fallore
Profile Joined December 2009
United States143 Posts
September 16 2010 10:09 GMT
#197
On September 16 2010 19:07 Nexic wrote:
Ghost/HTs seeing up cliffs makes no sense imo.

I actually found it extremely stupid that my ghost couldn't nuke up a cliff, but I was probably just mad that my nuke didn't work
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 16 2010 10:09 GMT
#198
Two reasons why these notes are super fake.

- Spawn Larvae energy cost reduced to 20 from 25.
- Fixed a bug where a Nuclear Strike target could be hid behind a Lair.

This would make Spawn Larva the only spell in the game which has an energy cost that isn't a multiple of 25 and Nuclear Strike can be hidden behind more than just the Lair.

These notes are just a Zerg player dreaming of balance...
As it turns out, marines don't actually cost any money -Jinro
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
September 16 2010 10:10 GMT
#199
On September 16 2010 19:03 Thiria wrote:
Show nested quote +
On September 16 2010 19:02 Heosat wrote:
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.


But 3 OLs in a ball doing it would.


yea, but as soon as they move away the creep will just go away agn. You just leave a slightly receeding trail.

OMG OMG OMG OMG OMG OMG

If this is indeed true, then we can now bring speed upgraded overlords with our hydras!!! They're no longer slow as shit when making a counter-attack somwhere with no pre-spread creep!!!! fk i'm excited.


I have a theory that blizzard releases 'fake' patch notes and then judges what to keep based on community/pros reaction are. SO let's all voice our acceptance of this patch.. REALLY LOUDLY =]



IT"S A GOOD PATCH BLIZZARD!! DO THE RIGHT THING!!!!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 16 2010 10:10 GMT
#200
I call "too good to be true".....
https://soundcloud.com/thesamplethief
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