Unconfirmed Patch 1.1 Notes - Page 7
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Rodiel
France573 Posts
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Welmu
Finland3295 Posts
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vxl
Sweden64 Posts
On September 16 2010 18:10 bleen wrote: - Fixed a bug that caused Random players to not see their cursor during the loading screen. What, the cursor has never been visible for me during the loading screen and I don't play Random. | ||
Looky
United States1608 Posts
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Damnesiac
United States53 Posts
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NrG.ZaM
United States267 Posts
And in what way does a cooldown on calldown mule impact this? | ||
Shikyo
Finland33997 Posts
First off, 40 secs is about the time it takes for you to get like 22-23 energy so you could easily spend all your extra energy if you paid some attention. Second, you can still scan with the saved up energy right? Overall the changes seem amazing, so it's probably fake | ||
Lennon
United Kingdom2275 Posts
- Ultralisk Ram attack removed. Ultralisks now even worse versus mass Thors. | ||
XothermeK
United Arab Emirates245 Posts
On September 16 2010 18:46 Zyrre wrote: - Ground Units of type Psionic now have vision in the air plane. If its what I think it is (if a psionic units stands near a cliff they will have vision over it as long as their vision range) this is a brilliant change. It allows the casters to cast up cliffs which I always felt was annoying that you couldn't do, and it helps zerg ALOT vs cliffs because the queen will now give vision to spinecrawlers and hydras/roaches. Also would mean that TvT style will change from having vikings to maybe some ghosts instead? | ||
chocoed
United States398 Posts
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geno
United States1404 Posts
Don't like the carrier change, that is just so expensive for an initial investment on a unit that sees so little use as it is. I don't really get it. Before you could start it earlier, then do the interceptors while it was moving to a target and still have 4 if you wanted. Seems weird. Interesting notes at least, most likely of all the preemptive sets I've seen posted thus far. | ||
Schism
Australia85 Posts
On September 16 2010 18:44 NeoLearner wrote: I admit, if those changes are real I would be very amazed and giddy like a schoolgirl. That would be a lot of "HARD" changes I would never expected. If these aren't real, I am amazed by whoever thought these up. They look quite great to me! How is it amazing to think up? All you need as a prerequisite is to be a Zerg player ![]() I gotta lol at all the people whinging that MULE macro makes it easier for low players to compete with high players. Same argument during alpha and beta about control group buildings etc. I don't see anybody asking for the removal of that now, but when it was announced, it was like the sky was falling in. I always thought MULE vs. Scan was balanced ok, i've definitely lost games from being greedy and going for another MULE when i should have scanned. | ||
Dionyseus
United States2068 Posts
On September 16 2010 18:21 stafu wrote: There's some stupid typos and language that doesn't really sound like Blizzard. Fairly certain they're fake. Yea "spawn carrier" sounds weird for example. | ||
Icx
Belgium853 Posts
Okay you have a point there, but you can still do that. The only difference is that the saved up energy will have to be used on a scan or calldown supply. So now you really 'lose' a mule, and if the units never come, you have 50 extra energy to scan in the future. But yes, if this is true overall it's a "nerf" to CC&Nexus if you don't use them properly, and you get really punished if you don't use it properly together with losing "some" functionality in some way | ||
blade55555
United States17423 Posts
On September 16 2010 18:48 XothermeK wrote: Also would mean that TvT style will change from having vikings to maybe some ghosts instead? doubt it seige tanks would just kill them ![]() But i am pretty sure their fake now with sense carriers already spawn with 4 interceptors. Yet its in the patch notes that its being added? Hmmm. I wish these were real but i know its not ![]() | ||
ZomgTossRush
United States1041 Posts
On September 16 2010 18:42 Icx wrote: Tell me why you would ever save up energy on a CC? The thing is terran's usually pool up energy on their CC because they don't MULE everytime they get the energy for it, but like it now is, it doesn't matter since they can call down some mules all at the same time. And look at this: Chronoboost duration: 20 secs What does this mean? If you use chronoboost well you can still chronoboost 1 building continually. Do you want to chronoboost multiple things? I guess youll need multiple nexii. What does this do? You have to use chronoboost everytime it is up, so ye if you plan to save them up to then just chronoboost like 4 buildings at once you can't do that anymore. Anyway, I do think that they are fake, but we'll see. I disagree with 100% of everything you have said, respectfully. I dt' rushed in a pvt, and the t did a slow push from about the middle of the map to my main, with the use of turrets and scans. Very interesting. Maybe you should play some BW and see how damn important it is to have saved detection(i'll admit though they really aren't comparable since one is a free resource, the other cuts into mineral count) Not being able to chrono 2 things at once I think would break the game. There are litterally 100's of timing pushes where you have to chrono 2 things at once. Another 100,s when you are getting cheesed and have to have an emergency unit out. Stopping fast pools from zergs? Stopping Reaper rushes? Stopping fast marader pushes? How are you supposed to predict that a rush is coming? Are you just supposed to not spend any on your nexus? Are you supposed to spend on your nexus and just pray to god a rush doesnt come within the time proximity of your chrono? Please think before posting.... | ||
CynanMachae
Canada1459 Posts
But if most of there changes were true, I'd be really happy. | ||
drooL
United Kingdom2108 Posts
On September 16 2010 18:46 Zyrre wrote: - Ground Units of type Psionic now have vision in the air plane. If its what I think it is (if a psionic units stands near a cliff they will have vision over it as long as their vision range) this is a brilliant change. It allows the casters to cast up cliffs which I always felt was annoying that you couldn't do, and it helps zerg ALOT vs cliffs because the queen will now give vision to spinecrawlers and hydras/roaches. i actually think that "vision in the airplane" (horribly worded btw, that's what makes me think that a fake is pretty likely here) means that you can see what units a dropship/overlord/warp prism contains. which seems reasonable. | ||
Mr.Pyro
Denmark959 Posts
On September 16 2010 18:10 bleen wrote: - Overlord base speed increased to from 0.469 to 0.938. - Overlord upgraded speed increase from 1.875 to 2.344. - Spawn Larvae energy cost reduced to 20 from 25. I have a real hard time believing this, how is Zerg ever to dump their queen energy if it only costs 20, it will regen more with the time it takes to spawn larvae... And overlord scouting is pretty damn good already, it just seems unlikely.. | ||
SeaSmoke
United States326 Posts
On September 16 2010 18:46 abrasion wrote: Do you guys remember the last couple of beta changes? They didn't change much - why would they make such huge changes now. Fake Most of those were announced officially. Although it seems like a lot, the game has been out for almost two months now. The data from retail release is far greater than the beta. It makes sense to make fewer patches that contain more changes in retail. During eta they would patch constantly because really who could complain? It was a free beta. Try can't get away with weekly patches now, especially with all of these tournaments running with so much money on the line. | ||
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