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Unconfirmed Patch 1.1 Notes - Page 29

Forum Index > SC2 General
Post a Reply
Prev 1 27 28 29 30 31 33 Next All
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
September 16 2010 13:46 GMT
#561
On September 16 2010 22:43 okrane wrote:
Really awesome changes right there.

Adresses many of the Zerg problems:
- lack of scouting => ovie speed
- hydra slowness => ovie creep highway
- early game pressure => nerf to MULE and Chrono as well as nerf to reapers and zealots.
- rarely used nydus => cancel available.

Dunno about the Ultralisk nerf. Yes they are very strong, but being pretty slow and melee range makes them very abusable. Guess we shall see...


Ultras are super fast on creep, u ever used em?
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 16 2010 13:47 GMT
#562
Did blizzard comment on these patch notes? Seriously, whole sc2 community is going crazy about it.
Its grack
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
September 16 2010 13:48 GMT
#563
On September 16 2010 22:46 Bensio wrote:
Show nested quote +
On September 16 2010 22:43 okrane wrote:
Really awesome changes right there.

Adresses many of the Zerg problems:
- lack of scouting => ovie speed
- hydra slowness => ovie creep highway
- early game pressure => nerf to MULE and Chrono as well as nerf to reapers and zealots.
- rarely used nydus => cancel available.

Dunno about the Ultralisk nerf. Yes they are very strong, but being pretty slow and melee range makes them very abusable. Guess we shall see...


Ultras are super fast on creep, u ever used em?

Ultras AI is terrible, you ever used them?
beach beers buds beezies b-b-b-baaanelings
EchOne
Profile Blog Joined January 2008
United States2906 Posts
September 16 2010 13:51 GMT
#564
These notes are not real and will not be implemented.

Hypothetically, if the changes actually did warrant discussion:

Creating a cooldown for CB and MULE is not an idea I agree with. All it does is limit options. The only purpose I see is to force players to mechanically use the ability every time it's off cooldown, like clockwork. That's pointless though, since when players choose to use the ability at all times possible, doing so is trivially easy.

The Overlord changes seem rather drastic. They basically ensure uncontested scouting of any region lacking enemy air-to-air, and almost unstoppable connectivity between bases. I like how Overlord scouting and creep spreading work as some of Zerg's key strengths at the moment, but I'm unsure if they should be strengthened. At the very least, I prefer Creep Tumors to ubiquitous Overlord creep spreading, since tying this passive ground control to buildings allows it to be contested.
面白くない世の中, 面白くすればいいさ
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 16 2010 13:52 GMT
#565
On September 16 2010 22:32 Klive5ive wrote:
Yeah the response has been really positive.
Considering patch notes usually cause MASSIVE crying, even when they're justified (like the roach nerf).
These "fake" notes must be the most reasonable ever!

Everyone knows they're fake, so there's nothing to complain about.
0neder
Profile Joined July 2009
United States3733 Posts
September 16 2010 13:53 GMT
#566
They should just give ling attack a small buff and zerg would be okay.
Karthane
Profile Joined June 2010
United States1183 Posts
September 16 2010 13:54 GMT
#567
On September 16 2010 22:51 EchOne wrote:
These notes are not real and will not be implemented.

Hypothetically, if the changes actually did warrant discussion:

Creating a cooldown for CB and MULE is not an idea I agree with. All it does is limit options. The only purpose I see is to force players to mechanically use the ability every time it's off cooldown, like clockwork. That's pointless though, since when players choose to use the ability at all times possible, doing so is trivially easy.

The Overlord changes seem rather drastic. They basically ensure uncontested scouting of any region lacking enemy air-to-air, and almost unstoppable connectivity between bases. I like how Overlord scouting and creep spreading work as some of Zerg's key strengths at the moment, but I'm unsure if they should be strengthened. At the very least, I prefer Creep Tumors to ubiquitous Overlord creep spreading, since tying this passive ground control to buildings allows it to be contested.


Overlord scouting and and creep spread are NOT key strengths to Zerg, if anything they hamper us. Early game for a walled off terran we basically have to throw away a 100 mineral overlord which is too slow to even scout half of the base before a few marines kill it off.

And also, blizzard apparently uses creep as an excuse to make Zerg units (especially Hydras) extremely slow and immobile.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-09-16 13:55:50
September 16 2010 13:55 GMT
#568
This is definantly fake as far as I can tell, the moving overlord creep spread kinda gave it away :p

Aswell as the ridicilous speeds on them.
"trash micro but win - its marine" MC commentary during HSC 4
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
September 16 2010 13:55 GMT
#569
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



Obvious fakes. OL speed seems like overkill as well, that has them moving as fast as a damn stalker on ground.
Thuw
Profile Blog Joined February 2010
United States18 Posts
September 16 2010 13:55 GMT
#570
On September 16 2010 18:15 Mato wrote:
Assuming these are real...

- Various ladder maps have been added.

Fantastic.

- Calldown MULE cooldown increased from 0 to 40 seconds.

As a T, more than welcome. 40s i assume is to bring it in line with Spawn larva - that is you miss one, you can't that lost time up. Makes the macro mechanic much less forgiving and makes good t's standout. Subtle nerf but necessary.

I've found that later down the road, the extra housing is much more worth it (for various micro reasons and the fact that the income will run out anyway, etc.)
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 16 2010 13:55 GMT
#571
On September 16 2010 20:03 101TFP wrote:
Show nested quote +
On September 16 2010 18:10 bleen wrote:

- 250 mm Cannons may now be used on friendly and neutral structures and units.


finally i can accidentally shoot my own units with it. been waiting for that.

It'd be so that T can waste it on his own units to counter Feedback
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 16 2010 13:55 GMT
#572
Creating a cooldown for CB and MULE is not an idea I agree with. All it does is limit options. The only purpose I see is to force players to mechanically use the ability every time it's off cooldown, like clockwork. That's pointless though, since when players choose to use the ability at all times possible, doing so is trivially easy.

Right because the terran is always thinking about "Oh do I need 300 Minerals or a Scan"...
There is no tension between the 3 abilities at all, when Terran already can outmine P and Z at will. But man its funny how all the Terrans get afraid, when reading this. "Oh my god, now it might requiere skill to makro"
Gulzt
Profile Joined August 2009
Netherlands275 Posts
September 16 2010 13:56 GMT
#573
On September 16 2010 22:51 EchOne wrote:
These notes are not real and will not be implemented.

Hypothetically, if the changes actually did warrant discussion:

Creating a cooldown for CB and MULE is not an idea I agree with. All it does is limit options. The only purpose I see is to force players to mechanically use the ability every time it's off cooldown, like clockwork. That's pointless though, since when players choose to use the ability at all times possible, doing so is trivially easy.


If what you say is true, the change we can expect would be that inject larva's can stack! I rather see a nerve to the mule instead. I don't really care about the CB to be honest, I think it can stay the way it is.
TekKpriest
Profile Joined March 2010
308 Posts
September 16 2010 13:56 GMT
#574
On September 16 2010 22:43 okrane wrote:
Really awesome changes right there.

Adresses many of the Zerg problems:
- lack of scouting => ovie speed
- hydra slowness => ovie creep highway
- early game pressure => nerf to MULE and Chrono as well as nerf to reapers and zealots.
- rarely used nydus => cancel available.

Dunno about the Ultralisk nerf. Yes they are very strong, but being pretty slow and melee range makes them very abusable. Guess we shall see...


The Ultralisk Attack "nerf" is a buff in my opinion. AoE vs Terran Repairing Buildings is pretty nice :>

Dunno about the chronoboost nerf. Might be a bit too long, because they have no other options to spend energy on. is the "recharge rate" for 1 chronoboost excactly 40 seconds? Else 20 seconds might be okay too.

Overall pretty nice changes, but i will wait until the patch goes live, before i get my hopes up.
A Man chooses, a slave obeys
papaz
Profile Joined December 2009
Sweden4149 Posts
September 16 2010 13:58 GMT
#575
The mule/cb and overloard base speed changes are so big that they would have commented on this things in the situation report before posting them into a patch.

Not commenting on such a big change in macro mechanics and boosting zerg scouting ability that much without a single comment in the situation report just makes this seem fake.

If it's true then blizzard situation report was nothing but a lame attempt in commenting on balance changes. How can they not mention such big changes to zerg scouting and terran/protoss macro mechanics but instead talking about Ultralisk nerf. LOL.
Weasel-
Profile Joined June 2009
Canada1556 Posts
Last Edited: 2010-09-16 14:04:53
September 16 2010 13:59 GMT
#576
This is obviously wrong, carriers have come with 4 built interceptors since release at least. Psionic units seeing up cliffs sounds like a very stupid change, it's already incredibly easy to see up cliffs.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
September 16 2010 13:59 GMT
#577
I LOVE this patch. Ofc there are things to balance out (terran mm, void ray vs armoured damage, zergs T2) but we are getting there.
Ouga
Profile Joined March 2008
Finland645 Posts
September 16 2010 14:01 GMT
#578
Couple really untrustworthy ones there, such as larvainject 25->20. They don't go this overboard with changes ever imo, also it seems pretty unfair nerf for toss that they could never use their saved up energy while z/t could use their 2/3rd skills like before. Seems like normal fakenotes, put upon already known upcoming notes to look more legit.

Some of the changes would've been cool tho. All relating to OL speed specially would be really nice to have, thus OL sac could finally actually work as somewhat good tier1 scout.
Karthane
Profile Joined June 2010
United States1183 Posts
September 16 2010 14:01 GMT
#579
On September 16 2010 22:59 Weasel- wrote:
This is obviously wrong, carriers have come with 4 built interceptors since release at least. Psionuc units seeing up cliffs sounds like a very stupid change, it's already incredibly easy to see up cliffs.


Especially when you are a Zerg against a terran who tanks drops on LT right?

Having a queen being able to see up cliffs would fix SO MUCH on a lot of the maps that terran can easily abuse
ltortoise
Profile Joined August 2010
633 Posts
September 16 2010 14:02 GMT
#580
Clearly fake notes.

Dead giveaways: Psionic units seeing air.
DOUBLING the base speed of overlords.

I mean, yeah...right...
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