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Unconfirmed Patch 1.1 Notes - Page 31

Forum Index > SC2 General
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Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 16 2010 14:17 GMT
#601
Lastly, having an additional or earlier creep-tumor EARLY in the game actually makes quite a difference...


Indeed, might be the difference between killing a reaper or 2.
MrShank
Profile Joined May 2010
Canada144 Posts
September 16 2010 14:18 GMT
#602
oh ok, lol makes sence
Relax - its just a game
Ghazwan
Profile Blog Joined March 2010
Netherlands444 Posts
September 16 2010 14:19 GMT
#603
On September 16 2010 23:15 kickinhead wrote:
Show nested quote +
On September 16 2010 23:09 Ghazwan wrote:
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...


1- No one said, it's a huge change. But, a lot of people list the change along with cd on MULEs and chrono boost, as if the larve inject change is as important. And, I don't think it is.

2- That top Z players being perfect about larvae inject is a huge illusion. They are not. Just go watch any top Z players' games. They all have enuf for a creep tumor or a transfusion.

3- Yes, it's a nice welcome change, but it won't alter any match-up significantly.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 16 2010 14:19 GMT
#604
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE

heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2010-09-16 14:21:55
September 16 2010 14:20 GMT
#605
the spawn larvae energy change is actually pretty good. it rewards good players with additional creep tumors + additional units instead of choosing between the 2 (bad players will have plenty creep tumors anyways, but a lot less drones and units)

it actually makes the spawn larvae mechanic something that gets you somewhere if you're really good apm and strategy wise (strategy = using creep tumors good), unlike earlier where it was basically nothing but a punishment for bad players.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 16 2010 14:21 GMT
#606
Interesting, but I think the overlord speed doubling is a bit weird.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
September 16 2010 14:21 GMT
#607
On September 16 2010 23:19 Unentschieden wrote:
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE


Is this a joke? The fix is a marine or stalker.
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
September 16 2010 14:22 GMT
#608
I really hope all those overlord changes are real, I want my 2x speed, creep dropping overlords!
If the quarter was in your right hand, that would've been micro
lololol
Profile Joined February 2006
5198 Posts
September 16 2010 14:22 GMT
#609
On September 16 2010 23:19 Unentschieden wrote:
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE



You got it backwards, the first one is HUGE.
I'll call Nada.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
September 16 2010 14:22 GMT
#610
honestly, outside of the officially announced changes, the only ones I'd really like to see are faster Overlords (not "creep on the move", just faster, to improve Zerg scouting) and cooldowns on Mule and Chronoboost (to bring them in line with spawn larva)
He drone drone drone. Me win. - ogsMC
chocopan
Profile Joined April 2010
Japan986 Posts
September 16 2010 14:22 GMT
#611
On September 16 2010 23:19 Unentschieden wrote:
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE



1. Boys. Whatever.
2. Wow ok. I admit that hadn't occurred to me yet. Yes, that would seem to be pretty exploitable.
Dance those ultras
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 16 2010 14:25 GMT
#612
On September 16 2010 23:21 Tabbris wrote:
Show nested quote +
On September 16 2010 23:19 Unentschieden wrote:
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE


Is this a joke? The fix is a marine or stalker.


MAYBE, if they didn´t gain double speed. Also sacking several overlords to deny building is A LOT more valid than sacking OLs for scouting.
tofucake
Profile Blog Joined October 2009
Hyrule19234 Posts
September 16 2010 14:26 GMT
#613
1. These patch notes are fake.

That's my only point.
Liquipediaasante sana squash banana
lololol
Profile Joined February 2006
5198 Posts
September 16 2010 14:27 GMT
#614
On September 16 2010 23:26 tofucake wrote:
1. These patch notes are fake.

2. That's my only point.


Fixed.
I'll call Nada.
Velr
Profile Blog Joined July 2008
Switzerland10938 Posts
September 16 2010 14:30 GMT
#615
On September 16 2010 23:25 Unentschieden wrote:
Show nested quote +
On September 16 2010 23:21 Tabbris wrote:
On September 16 2010 23:19 Unentschieden wrote:
Overlords used to have "creep on the move" but it was removed :
1. Because Players used it to "draw" phalluses over the enemys base
2. It makes it too easy to drop creep in the enemys base which can deny building - which is HUGE


Is this a joke? The fix is a marine or stalker.


MAYBE, if they didn´t gain double speed. Also sacking several overlords to deny building is A LOT more valid than sacking OLs for scouting.


It still comes on T2.
Creeping overlords get only half the speed (thats like it is atm).
A few Marines/Stalker completly nullify it.

Your whining over a theoretical change is extremly baseless.
Tomtaietot
Profile Joined July 2010
Romania57 Posts
September 16 2010 14:31 GMT
#616
It can t be like this because it willl really imbalance the game.

I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half ....

35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?!

That means all terran = bio ! ...

This crappy fake
http://eu.battle.net/sc2/en/profile/323212/1/Tom/
noD
Profile Blog Joined August 2010
2230 Posts
September 16 2010 14:31 GMT
#617
if the psionic part is true we could see early (very early) nukes rushes?
hmmmm
seems fake =(
syllogism
Profile Joined September 2010
Finland5948 Posts
September 16 2010 14:33 GMT
#618
On September 16 2010 23:31 Tomtaietot wrote:
It can t be like this because it willl really imbalance the game.

I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half ....

35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?!

That means all terran = bio ! ...

This crappy fake

You do realize Blizzard has already announced the Siege tank nerf right? Plus Siege tanks do like 200+ damage per shot currently due to splash
foLster
Profile Joined June 2010
Canada43 Posts
September 16 2010 14:35 GMT
#619
On September 16 2010 23:31 Tomtaietot wrote:
35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?!

This would be an issue if Terrans rolled around the map with a single tank and sieged it up, but that's not the reality. Chances are your going to have a large number of tanks, or bio with tanks mixed in.
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
September 16 2010 14:35 GMT
#620
On September 16 2010 23:31 Tomtaietot wrote:
It can t be like this because it willl really imbalance the game.

I am a terran player and fewer and fewer high lever t player use mech tanks - in high level - so now - they will become really useless. 35 dmg ) lol ... the SC1 tank - UNSIEGED had 30 dmg - and it had costed at almost half ....

35 DMG - on a unit with NO MOBILITY ! Be serious - 3 lings > 1 tank ..... a unit thas is sooo heavy economical 150 minerals + 125 gas = 35 dmg ... ARE U FUCKING JOKING ME ?!

That means all terran = bio ! ...

This crappy fake


except this is one the few things blizzard officialy comfirmed..

..or am I being romanian'd?
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
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