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Active: 2085 users

Unconfirmed Patch 1.1 Notes - Page 25

Forum Index > SC2 General
Post a Reply
Prev 1 23 24 25 26 27 33 Next All
billyX333
Profile Blog Joined January 2008
United States1360 Posts
September 16 2010 12:44 GMT
#481
On September 16 2010 21:40 Tabbris wrote:
This should be closed now -.-

i agree
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
Last Edited: 2010-09-16 12:46:05
September 16 2010 12:45 GMT
#482
I like them, however it is possible that half of these are false. Now the question is when they will be implemented...

We also don't know who posted it (blue or non), it only states blue deleted it.
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
SKtheAnathema
Profile Joined September 2010
United States885 Posts
September 16 2010 12:46 GMT
#483
pretty drastic change adding another playable race!
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
Last Edited: 2010-09-16 12:49:05
September 16 2010 12:48 GMT
#484
Added two new units to Zerg: Hybrid Reaver and Hybrid Destroyer. Accessible with Hive.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
0neder
Profile Joined July 2009
United States3733 Posts
September 16 2010 12:49 GMT
#485
If true, I highly disagree with the decision to not let players save up mules/chrono boosts. How is having a cooldown better? More dynamic strategies are possible without one.
Vinx
Profile Blog Joined May 2010
Canada259 Posts
September 16 2010 12:49 GMT
#486
so your telling me it takes longer to copy and paste all the notes rather than take a screenshot to help prove you actually saw this on the b.net forums.... troll
Starcraft 2 > RL ¯\_(ツ)_/¯
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-09-16 12:51:22
September 16 2010 12:51 GMT
#487
On September 16 2010 21:49 0neder wrote:
If true, I highly disagree with the decision to not let players save up mules/chrono boosts. How is having a cooldown better? More dynamic strategies are possible without one.

Then how about we let zerg have more then 1 inject at the same time? Lazy asses...
And forgive me nothing for I truly meant it all
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
September 16 2010 12:51 GMT
#488
On September 16 2010 21:04 Klive5ive wrote:
Show nested quote +
On September 16 2010 20:57 Tabbris wrote:
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

No it's not op at all. You'll still have the build cooldown, you'll just save some minerals.

I'm a zerg player and I think this might be OP, there should be some small cost to it, even if you lose 25% of the cost. The issue is I think making and then cancelling will become a high level harassment technique itself, especially late game. I think there should be (and maybe there is) at least a slight cooldown after it's cancelled and this would mostly negate this issue.
I always try to shield slam face, just to make sure it doesnt work
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
September 16 2010 12:52 GMT
#489
On September 16 2010 18:10 bleen wrote:
Warning this was leaked on US forums after 20min blue post deleted thread this means it must be legit and it means US blue post are more active than EU am i surpised? no this just means this thread will stay alive longer

Maps
- Destructible Rocks have been added to the natural expansions of Desert Oasis, and the center has been narrowed.
- Various ladder maps have been added.

General
- Ground Units of type Psionic now have vision in the air plane.

Protoss
- Zealot build time increased from 33 to 38 seconds.
- Zealot warp-in cooldown increased from 23 to 28 seconds.
- Warp Prisms now unload their cargo instantly while in Phasing Mode.
- Chronoboost cooldown increased from 0 to 20 seconds.
- Dark Shrine build time decreased from 100 to 80.
- Dark Shrine cost decreased from 100 minerals 250 gas to 100 minerals 200 gas.
- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.

Terran
- Reaper build time increased from 40 to 45 seconds.
- Bunker build time increased from 30 to 35 seconds.
- Siege Mode damage decreased from 50 to 35, +15 armored.
- Siege Mode damage upgrades per level changed from +5 to +3, +2 vs. armored.
- Battlecruiser damage vs. ground decreased from 10 to 8.
- Calldown MULE cooldown increased from 0 to 40 seconds.
- Planetary Fortress build time decreased from 50 to 40 seconds.
- 250 mm Cannons research time decreased from 110 to 80 seconds.
- 250 mm Cannons cost decreased from 150 minerals 150 gas to 100 minerals 100 gas.
- 250 mm Cannons may now be used on friendly and neutral structures and units.

Zerg
- Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored.
- Ultralisk Ram attack removed.
- Nydus Worms can now be cancelled and refunded while building.
- Overlord base speed increased to from 0.469 to 0.938.
- Overlord upgraded speed increase from 1.875 to 2.344.
- Overlords can now use Excrete Creep while moving.
- Overlord base speed now decreases from 0.938 to 0.469 while Excrete Creep is active.
- Overlord upgraded speed now decreased from 2.344 to 1.875 while Excrete Creep is active.
- Spawn Larvae energy cost reduced to 20 from 25.

Bugfixes
- Fixed a bug that caused cloaked units to cast shadows.
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
- Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
- Fixed a bug that allowed SCVs to construct halted buildings from within Bunkers.
- Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.
- Fixed a bug that caused Random players to not see their cursor during the loading screen.
- Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units.

General
- Improved the functionality of voice chat.
- Manually queued waypoints can now be set to all 5 basic commands.
- Numerous performance and stability improvements.

source: http://www.goodgame.ru/read_topic.php?t=17450&pg=0


Most of these are way too good to be true, and the Larva bug..............This is definately fake. Please close!
Steven Bonnell II is the friggin man.
Konsume
Profile Joined February 2010
Canada466 Posts
September 16 2010 12:53 GMT
#490
altho I would like to see it go LIVE...

I doupt it's going to happen
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
September 16 2010 12:53 GMT
#491
Well the nydus worm actually counts as a building and not a unit afaik?

So I guess they mean that you get refunded, but like a normal building, but I could be wrong.

(in the case it is true, wich I doubt)
Cade
Profile Joined August 2010
Canada1420 Posts
September 16 2010 12:53 GMT
#492
On September 16 2010 21:51 MoreFasho wrote:
Show nested quote +
On September 16 2010 21:04 Klive5ive wrote:
On September 16 2010 20:57 Tabbris wrote:
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

No it's not op at all. You'll still have the build cooldown, you'll just save some minerals.

I'm a zerg player and I think this might be OP, there should be some small cost to it, even if you lose 25% of the cost. The issue is I think making and then cancelling will become a high level harassment technique itself, especially late game. I think there should be (and maybe there is) at least a slight cooldown after it's cancelled and this would mostly negate this issue.

You would of course lose the standard 25% that is lost when cancelling a building
Cade
Profile Joined August 2010
Canada1420 Posts
September 16 2010 12:54 GMT
#493
On September 16 2010 21:52 TLOBrian wrote:
Show nested quote +
On September 16 2010 18:10 bleen wrote:
Warning this was leaked on US forums after 20min blue post deleted thread this means it must be legit and it means US blue post are more active than EU am i surpised? no this just means this thread will stay alive longer

Maps
- Destructible Rocks have been added to the natural expansions of Desert Oasis, and the center has been narrowed.
- Various ladder maps have been added.

General
- Ground Units of type Psionic now have vision in the air plane.

Protoss
- Zealot build time increased from 33 to 38 seconds.
- Zealot warp-in cooldown increased from 23 to 28 seconds.
- Warp Prisms now unload their cargo instantly while in Phasing Mode.
- Chronoboost cooldown increased from 0 to 20 seconds.
- Dark Shrine build time decreased from 100 to 80.
- Dark Shrine cost decreased from 100 minerals 250 gas to 100 minerals 200 gas.
- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.

Terran
- Reaper build time increased from 40 to 45 seconds.
- Bunker build time increased from 30 to 35 seconds.
- Siege Mode damage decreased from 50 to 35, +15 armored.
- Siege Mode damage upgrades per level changed from +5 to +3, +2 vs. armored.
- Battlecruiser damage vs. ground decreased from 10 to 8.
- Calldown MULE cooldown increased from 0 to 40 seconds.
- Planetary Fortress build time decreased from 50 to 40 seconds.
- 250 mm Cannons research time decreased from 110 to 80 seconds.
- 250 mm Cannons cost decreased from 150 minerals 150 gas to 100 minerals 100 gas.
- 250 mm Cannons may now be used on friendly and neutral structures and units.

Zerg
- Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored.
- Ultralisk Ram attack removed.
- Nydus Worms can now be cancelled and refunded while building.
- Overlord base speed increased to from 0.469 to 0.938.
- Overlord upgraded speed increase from 1.875 to 2.344.
- Overlords can now use Excrete Creep while moving.
- Overlord base speed now decreases from 0.938 to 0.469 while Excrete Creep is active.
- Overlord upgraded speed now decreased from 2.344 to 1.875 while Excrete Creep is active.
- Spawn Larvae energy cost reduced to 20 from 25.

Bugfixes
- Fixed a bug that caused cloaked units to cast shadows.
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
- Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
- Fixed a bug that allowed SCVs to construct halted buildings from within Bunkers.
- Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.
- Fixed a bug that caused Random players to not see their cursor during the loading screen.
- Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units.

General
- Improved the functionality of voice chat.
- Manually queued waypoints can now be set to all 5 basic commands.
- Numerous performance and stability improvements.

source: http://www.goodgame.ru/read_topic.php?t=17450&pg=0


Most of these are way too good to be true, and the Larva bug..............This is definately fake. Please close!


Larva bug is not fake. I ran into it while doing my No Queen games for Funday Monday
martymarty
Profile Joined April 2010
Czech Republic6 Posts
September 16 2010 12:55 GMT
#494
Some wording doesn't fit and I don't really see why they would nerf both zealots & chronoboost, so it seems like fake to me, however I wouldn't mind so much those changes anyway
Esper[mb]
Profile Joined July 2010
United States88 Posts
September 16 2010 12:55 GMT
#495
this is a joke right, spawn larva from 25 to 20...
There's a fine line between looking good and looking gay
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
September 16 2010 12:55 GMT
#496
On September 16 2010 21:36 crappen wrote:
What I love about this, is the fairness in macro. I really hope chronoboost and mules get a cooldown. People say, we zerg can just build another hatchery to spew more larva. How about you just build another nexus/cc for more?

Overlord creeping on the go will make me want to make hydras, a very good change. PLEASE let the overlord change come.


Fairness in macro? Just make another nexus? You forget that the hatchery produces all units while the nexus only produces probes, costs more, and doesnt provide even close to the same production increase.

CB nets at most 2 units per minute while spawn larva nets 4 units per minute (more than actually, but lets keep it simple) while the hatchery also produces larva for units. Not even close to a valid comparison.

Overlord creeping on the go will be worthless since hydras are faster OFF CREEP than speed upgraded overlords spewing creep on the move. Aside from that, how would creep spewing on the move even work? It takes a while for it to reach its peak.
choopakabra
Profile Joined August 2010
53 Posts
September 16 2010 12:59 GMT
#497
No marauder nerf - fake.
Choopakabra EU
Sylvr
Profile Joined May 2010
United States524 Posts
September 16 2010 13:00 GMT
#498
25 pages. This guy has got to be loving this epic troll. It's especially funny because it happens with every patch.

The macro mechanic "fixes" are too stupid to be true. If they're going to nerf all 3, then they might as well leave them alone. Besides, what the hell are you going to do with a bunch of energy on your Nexus if you miss some Chrono Boosts? At least you have some other options with a Queen or Orbital Command, but it would completely kill the Protoss mechanic.
sadyque
Profile Joined April 2010
Romania251 Posts
September 16 2010 13:00 GMT
#499
On September 16 2010 21:59 choopakabra wrote:
No marauder nerf - fake.

No marauder buff = fake!
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
September 16 2010 13:01 GMT
#500
On September 16 2010 21:59 choopakabra wrote:
No marauder nerf - fake.


Blizz has a hard-on for marauders, i highly doubt they'll nerf em
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
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