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Unconfirmed Patch 1.1 Notes - Page 30

Forum Index > SC2 General
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Prev 1 28 29 30 31 32 33 Next All
btlyger
Profile Blog Joined February 2010
United States470 Posts
September 16 2010 14:03 GMT
#581
Amazing if true. The only change I don't like is the Chronoboost one. I think saving chronoboost to use for a time where you need a lot of units quick is a good strategy and adds more skill to how you use it. Especially since chronoboost is the only option for the energy on the nexus, this would mean there is no way to use that energy if you miss a chronoboost.

Because of that, I don't think these notes are legit. Although as a zerg player I would love that overlord change oh so much.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
Ghazwan
Profile Blog Joined March 2010
Netherlands444 Posts
September 16 2010 14:03 GMT
#582
What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion.
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
September 16 2010 14:04 GMT
#583
Zomg, this would make my day.
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
September 16 2010 14:04 GMT
#584
A few dubious "changes" for sure, but I can hope right? I'd love to play the swarm more often.

I re-read the carrier change a few times, had to really think if I was going crazy or not. They definitely always came with 4 pre-built. Also, increasing the cost wouldn't make a lot of sense, they are already really slow to come out, and if CB was nerfed they'd be slower. Not to mention they are rarely seen.
lololol
Profile Joined February 2006
5198 Posts
September 16 2010 14:05 GMT
#585
On September 16 2010 23:01 Karthane wrote:
Show nested quote +
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


That has never been the problem with drops. Placing an overlord close to the cliff would be the same "fix" as this one and guess what... ovie sight doesn't magically "fix" drops.
I'll call Nada.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 16 2010 14:06 GMT
#586
On September 16 2010 23:03 Ghazwan wrote:
What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion.


that's exactly the point.
https://soundcloud.com/thesamplethief
Cantankerous
Profile Joined May 2010
114 Posts
September 16 2010 14:08 GMT
#587
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.


But, is that not exactly how the zerg mechanic works? While you should never compare apples and oranges I do think it's unreasonable to claim terrans should not be subjected to having to pay attention to their macro (which is still considerably more lenient than zerg, I might add). As for protoss, this would negatively affect one base gateway play - I don't think it would be unreasonable to slightly increase the effect of a chrono boost, since you wouldn't be able to spam it on all gateways for a sudden surge of production.


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.


I'm undecided on this. I do think zerg needs scouting options early-ish game, but this is a big change. However, spreading overlords does always open you up to some extreme harassment from an opponent with a mobile anti-air force. The only way you'll get good coverage of the map is by spreading them evenly everywhere, which is a huge risk. It could mean that phoenix heavy builds would become popular to punish this - or that a small force of 3-4 phoenixes/vikings could be built alongside your normal composition to stab at scouting overlords and retreat before you are intercepted.
Ghazwan
Profile Blog Joined March 2010
Netherlands444 Posts
September 16 2010 14:09 GMT
#588
On September 16 2010 23:06 kickinhead wrote:
Show nested quote +
On September 16 2010 23:03 Ghazwan wrote:
What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion.


that's exactly the point.


And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
September 16 2010 14:09 GMT
#589
This would be awesome if true :D
"Infestors are the suck" - LzGamer
Cofo
Profile Blog Joined June 2010
United States1388 Posts
Last Edited: 2010-09-16 14:17:55
September 16 2010 14:10 GMT
#590
I actually really really like the MULE/Chronoboost changes. I like them a lot. Assuming these are real(which, admittedly, is a pretty bold assumption), I'm SO glad Blizzard decided to make those 2 harder, instead of spawn larvae easier. Although now I think Nexus might need an alternative energy dump like tumor/transfusion/supplydrop/scan for when you get behind.
+ Show Spoiler +
Leeto
Profile Joined August 2007
United States1320 Posts
September 16 2010 14:10 GMT
#591
The carrier "change" makes it hard to believe that it's legit. Haven't they always started with 4 prebuilt?
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 16 2010 14:11 GMT
#592
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

As much as I appreciate Zerg love, but this is dumb... Overlords still provide good vision on cliffs, thats not the problem, the problem is that we dont have any early range units
junemermaid
Profile Joined September 2006
United States981 Posts
September 16 2010 14:11 GMT
#593
cooldown on nexus removes so much strategy associated with protoss... that is the only disappointing change i see.
the UMP says YER OUT
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
September 16 2010 14:11 GMT
#594
On September 16 2010 23:10 1337o wrote:
The carrier "change" makes it hard to believe that it's legit. Haven't they always started with 4 prebuilt?


Apparently not.
Cantankerous
Profile Joined May 2010
114 Posts
September 16 2010 14:14 GMT
#595
On September 16 2010 23:09 Ghazwan wrote:
Show nested quote +
On September 16 2010 23:06 kickinhead wrote:
On September 16 2010 23:03 Ghazwan wrote:
What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion.


that's exactly the point.


And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'.


well it does mean a few things - if you're already creep tumoring using your first or second cast it means that the second one will be 5-6 seconds sooner, which is just a nice change. This also means that you'll get a free tumor every 5 casts of inject larvae - and more creep tumors with fewer queens is a very nice change.

It's small, so nothing gamechanging, just slightly easier to handle
Daedie
Profile Joined March 2010
Belgium160 Posts
September 16 2010 14:14 GMT
#596
The cooldown on the mule would really be a good change if it were true. It's been an idea of mine and it makes too much sence for it not to happen at some point, OC becomes very similar to the queen that way, although the queen is still more fragile :p.

The cooldown on the nexus I'm not so fond of. It's not the kind of ability that you just want to throw out every time you have the energy for it. And imagine how long that first zealot is going to take to build.
I like turtles
MrShank
Profile Joined May 2010
Canada144 Posts
September 16 2010 14:14 GMT
#597
- Ground Units of type Psionic now have vision in the air plane.




i dont get it?
Relax - its just a game
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 16 2010 14:15 GMT
#598
On September 16 2010 23:09 Ghazwan wrote:
Show nested quote +
On September 16 2010 23:06 kickinhead wrote:
On September 16 2010 23:03 Ghazwan wrote:
What am I missing about larvae inject mana reduction being so big? The ability still has a cooldown. So, all it will do will be to give more mana for creep tumor and transfusion.


that's exactly the point.


And, that's a huge change, how? Most Zs, in late game, already have plenty of mana on their queens. This will only maybe allow 1-2 creep tumors more, or one extra transfusion early on. Compared to the other changes in these 'patch notes', I don't think this change is as 'game-breaking'.


First of all, noone said it's a HUGE change.

Secondly, good Zerg-players don't have plenty of Energy (not mana - this isn't WC3 or WoW) on their queens, that's the point of good macro; not missing injects and therefore not having any spare energy.

Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference...
https://soundcloud.com/thesamplethief
Thall
Profile Blog Joined August 2009
Switzerland214 Posts
September 16 2010 14:16 GMT
#599
this seems just awesome :D (i'm a zerg player) but i guess if they really are real, we have to play first before we really can judge some of the changes !
This strategy is made of balls ! - Nick "Tasteless" Plott, during GSL cast
Odies
Profile Joined July 2003
Denmark275 Posts
September 16 2010 14:17 GMT
#600
On September 16 2010 23:14 MrShank wrote:
Show nested quote +
- Ground Units of type Psionic now have vision in the air plane.




i dont get it?



I think it means templars can cast storms on ledges without vision and stuff like that
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