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Unconfirmed Patch 1.1 Notes - Page 21

Forum Index > SC2 General
Post a Reply
Prev 1 19 20 21 22 23 33 Next All
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 16 2010 11:53 GMT
#401
On September 16 2010 20:28 heishe wrote:
Show nested quote +
On September 16 2010 20:19 Sapphire.lux wrote:
Can someone please explain to me this mule/chrono needing a cooldown to be on par with larvae? If you do not mule when you have the energy you will be at a big resorce disadvantage. If you do not chrono you will be at a big resorce and/or unit count disadvantage.


there's no doubt about that, however, terran can just put down 2x mules if he forgets one and he gets all the resources he would've mined if he had called them down immediately when the cooldown was ready. what this means is that in a timing window when you sit in your base and produce units, if your opponent isn't lucky enough to attack you right in that window where you forgot your mule, you will in fact be at no disadvantage overall.

same goes for toss chrono boost.

zerg can't do that. when we forget larvae once, we can't just inject 2 times and get 6 more units instantly. and even if our opponents don't attack us, those 3 units missing carry on, cause at any point after that you could have had 3 units more.


I understand but i think it is a lot more delicate than that. With the (legit) Zealot build time/warp in increase and 20s chrono cooldown seems to much (might be ok though). I can see a cooldawn on mules for the late game but 40 sec seems a life time (you can just build ~3 scv), a 5-10s i could see though to force you to go back and forth.

The overlord changes are ridiculous i think, legit maphack.

I call fake, fake, fake.
Head Coach Park: "They should buff tanks!"
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
September 16 2010 11:54 GMT
#402
On September 16 2010 20:52 Baha wrote:
Good patch, but they didn't touch roaches or hydras, so I hope everything is being nerfed.


they didn't know about the hydraroach by the time they wrote the patchnotes
Kevmeister @ Dota2
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 16 2010 11:54 GMT
#403
This is fake, considering there's nothing about the supposed map editor improvements.

Not to mention carriers already spawn with 4 built interceptors. And why would they INCREASE its cost? It's already not very cost effective.
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
September 16 2010 11:55 GMT
#404
On September 16 2010 20:53 Sapphire.lux wrote:
The overlord changes are ridiculous i think, legit maphack.

I call fake, fake, fake.


Thats just retarded. You still get out a stalker at like 15 supply or thereabouts, after that zerg will still have to sacrifice overlords to scout your whole main.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Cade
Profile Joined August 2010
Canada1420 Posts
September 16 2010 11:55 GMT
#405
On September 16 2010 20:45 Deathstar wrote:
Mule doesn't need changing. Stop spreading fake patch notes.


lol poor poor attempt at trolling, no one's going to believe anyone actually believes that
Luvz
Profile Blog Joined June 2008
Norway356 Posts
September 16 2010 11:55 GMT
#406
has to be fake, unless im missing something here. their nerfing Zealot becouse of early agression from Protoss vs Zerg and PVP proxxy/korean allin. chroonoboost is also a spell that needs to be stacked to be on par with the other two abilities <Spawn larvaa - Mules> so makes no sence whatsoever why they would nerf 2 things that really fits togetter. nerfing the Chrono would fix pvp and PVZ early/midd. and the zealot nerf would aswell. both of them at once. is kinda sick and disgusts me.

i do like the Mule nerf tho. and DT shrine boost. but DT's still cost way to much to benefit from it unless ur oppnent is terrible and now that the mule nerf is comming, their even worse becouse ul have alot more scanns ect.

Until theres a bluepost about it this is just yet another fake one.
Norway ~ Home of the brave <3
noVa972
Profile Joined August 2010
Germany64 Posts
September 16 2010 11:56 GMT
#407
Calldown MULE cooldown increased from 0 to 40 seconds.

Yeeeeeah baby!

To bad there is a CB nerf... xD
dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 16 2010 11:56 GMT
#408
On September 16 2010 20:51 Piski wrote:
Show nested quote +
On September 16 2010 20:48 Deathstar wrote:
On September 16 2010 20:46 Jukebox Joe wrote:
On September 16 2010 20:45 Deathstar wrote:
Mule doesn't need changing.


Are you serious?

What's your reasoning for changing the mule? Giving it a cooldown from 0 to 40 is ludicrous.


I can assume that his reasoning would be that forgetting to use MULE don't have any penalty as you can just spam 200 energy worth of mules in an instant.
But that's just my guess as for his reasoning :o


yep. to be equal to terran, protoss would be be able to stack their chrono boost all at once or zerg could inject larva in sets of 4 multiple times.
ensis
Profile Joined May 2010
Germany340 Posts
September 16 2010 11:56 GMT
#409
the chronoboost cooldown is garbage.
sometimes it was really strategely usefull to save some chronoboost.
lets say you switched to 3 gate carrier in lategame.
you saved up 16 boosts from 4 nexus and then constantly chronoboosted.
its not like the terran mules, where they just forgot using it and then spammed it.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
September 16 2010 11:57 GMT
#410
also does anyone else think that "Nydus Worms can now be cancelled and refunded while building" is ridiculously op. another sigh that its a fake
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
September 16 2010 11:57 GMT
#411
I dont buy it becaise it says Carriers now spawn with 4 prebuilt interceptors, but they already do...
Absence of evidence is not evidence of absence.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 16 2010 11:57 GMT
#412
Also, this change would completely destroy any strategy associated with chronoboost. There would be no more saving it up and deploying like 4 at once to get critical upgrades at a certain time or anything.

It would really be quite bad.
fevax
Profile Joined February 2010
Turkey143 Posts
September 16 2010 11:58 GMT
#413
This is too good to be true. But I hope it is, fingers crossed.
Kyouya
Profile Joined January 2008
Mexico318 Posts
September 16 2010 11:59 GMT
#414
On September 16 2010 20:56 ensis wrote:
the chronoboost cooldown is garbage.
sometimes it was really strategely usefull to save some chronoboost.
lets say you switched to 3 gate carrier in lategame.
you saved up 16 boosts from 4 nexus and then constantly chronoboosted.
its not like the terran mules, where they just forgot using it and then spammed it.

It's pretty good, no more chrono boost warpgates in the 4-5 warpgate all in
Strike First, Strike Hard, Show No Mercy.
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
September 16 2010 12:00 GMT
#415
On September 16 2010 20:50 Ghad wrote:
Show nested quote +
On September 16 2010 20:40 Elmo wrote:
The only problem imo is the early scouting, a faster OL means faster scout without sacrificing any drone to scouting, and easier to get the OL out of harm when a marine/stalker comes out.


How is that a problem? The PROBLEM right now is that Zerg doesnt have a scouting option between 15 and 30 supply, which causes ZvT to become a lottery for zerg if we build the right counter or not.

With the overlord speed boost we would get a huge increase in map avareness early game, and it would help offset our unit problems without having to directly nerf terran or toss units which could break that matchup.


Yeah Overlord speed increase would be SWEET, but not two fold. Imagine spawning on close psotions in Lost Temple (or similar), would be too much of an advantage for zerg, imo.
Nostalgia is not as good as it used to be.
Lighioana
Profile Joined March 2010
Norway466 Posts
September 16 2010 12:00 GMT
#416
Yay! Terrans and Protoss will have to get their lazy ass and use the the command center/nexus energy as we did so far.
And forgive me nothing for I truly meant it all
Sprajt
Profile Joined March 2010
Sweden24 Posts
September 16 2010 12:01 GMT
#417
On September 16 2010 20:56 ensis wrote:
the chronoboost cooldown is garbage.
sometimes it was really strategely usefull to save some chronoboost.
lets say you switched to 3 gate carrier in lategame.
you saved up 16 boosts from 4 nexus and then constantly chronoboosted.


assuming that the patchnotes are legit, you will still be able to do this after the patch
stay a while and listen
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
September 16 2010 12:01 GMT
#418
Seems fake to me. But still pretty well made
depriveterran
Profile Joined August 2004
Afghanistan51 Posts
September 16 2010 12:01 GMT
#419
Any idea when the patch is going live?
navara
Profile Joined September 2010
France95 Posts
September 16 2010 12:02 GMT
#420
too good to be true ? : 3
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