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Unconfirmed Patch 1.1 Notes - Page 8

Forum Index > SC2 General
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Prev 1 6 7 8 9 10 33 Next All
geno
Profile Blog Joined October 2007
United States1404 Posts
September 16 2010 09:50 GMT
#141
If these are real, I'm really disappointed that there is no mention of a fix for the longstanding achievement meta bug. This is pretty annoying for those of us who actually did go through the trouble of wasting time on achievement points early on :/
abrasion
Profile Joined April 2010
Australia722 Posts
September 16 2010 09:51 GMT
#142
On September 16 2010 18:48 Fantistic wrote:
- Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored.
- Ultralisk Ram attack removed.

Ultralisks now even worse versus mass Thors.



That quote about the ultralisk however is from Blizzard themselves - they specifically mentioned some changes and that was included I thought.
So that one is real or very close to it.
derpmods
Whalecore
Profile Joined March 2009
Norway1111 Posts
September 16 2010 09:51 GMT
#143
Way too many changes to be a Blizzard patch, no way they will implement ALL that at once!
Playgu
stafu
Profile Blog Joined January 2009
Australia1196 Posts
September 16 2010 09:51 GMT
#144
On September 16 2010 18:48 vxl wrote:
Show nested quote +
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.

This is another thing that makes me think these aren't real. Unless it has been translated (and translated badly), this doesn't really make sense. The cursor has never shown while loading (at least certainly not for me).
hijt
Profile Joined August 2010
106 Posts
September 16 2010 09:51 GMT
#145
as a zerg player:

the mule change is good but how can a protoss player spend his energy when he is at 100 for example when cb has a cd of 20?
IrVeNoJu
Profile Joined April 2010
Poland61 Posts
Last Edited: 2010-09-16 09:53:19
September 16 2010 09:51 GMT
#146
to good to be true
As a Zerg we will get ultra nerf a that's it
I like the idea about psionic units tho
W.A.M
ChaosShadow
Profile Joined April 2010
United States79 Posts
September 16 2010 09:51 GMT
#147
On September 16 2010 18:50 MaD.pYrO wrote:
Show nested quote +
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..


Creep Tumors and Transfusion.
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
Last Edited: 2010-09-16 09:52:55
September 16 2010 09:52 GMT
#148
On September 16 2010 18:35 Geo.Rion wrote:
oh WOW, the other 2 race macro mechanics would actually take a bit skill now (though mule-scanner-supply drop can still be done with no CD). I really hope this is real, though the thor buff doesnt make really sense


it does.

you can get rid of the energy easier now so thors don't get raped by feedback anymore



On September 16 2010 18:51 hijt wrote:
as a zerg player:

the mule change is good but how can a protoss player spend his energy when he is at 100 for example when cb has a cd of 20?



don't get to 100 maybe :o
Kevmeister @ Dota2
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 16 2010 09:52 GMT
#149
On September 16 2010 18:49 Icx wrote:
Show nested quote +
On September 16 2010 18:44 billyX333 wrote:
On September 16 2010 18:42 Icx wrote:
On September 16 2010 18:39 billyX333 wrote:
this thing is hilariously fake
ppl save energy on the CC and nexus intentionally, the new cooldown really puts a shackle on strategy
overlords excreting creep while moving, wtf is the point of that?


Tell me why you would ever save up energy on a CC?

the threat of cloaked units



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

The cooldown is such that you recover about half of the mule's energy cost during the cooldown so you can still catch up .
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
abrasion
Profile Joined April 2010
Australia722 Posts
September 16 2010 09:52 GMT
#150
On September 16 2010 18:49 Schism wrote:

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,



No, you don't see any terran players asking for the removal of that now.
derpmods
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
September 16 2010 09:53 GMT
#151
Many legit changes that already be confirmed by Blizzard.
If the mule and chrono boost changes are real, I'll be damned. That's really bring the bar of playing Terran and Protoss up, marco would be much more intense now.
Terran
Dawme
Profile Joined May 2010
France58 Posts
September 16 2010 09:53 GMT
#152
I don't really see the problem with Chronoboost. Mule cooldown is obviously a hugely needed change because of the "spam 5 mules in a row on a gold expo and get 1949219429 minerals in 10 sec" but what would a coolodown on chronoboost exactly achieve ? Seems to me it would make the ability much less interesting since it would drastically reduces the number of ways to use it. Chronoboost isn't a pure macro mechanic like Mules/Spawn larvae that you want do everytime you can. And another thing that bother me is that terrans and zerg can use their energy for something else (scan / supply / creep tumor / transfu) if they somehow suck with the mule/larva cooldown while a protoss cannot.
So yeah, chronoboost cooldown why not but nexus needs 1 or 2 abilities to be on par with T/Z if that's the case..
Schism
Profile Joined May 2007
Australia85 Posts
September 16 2010 09:54 GMT
#153
On September 16 2010 18:52 abrasion wrote:
Show nested quote +
On September 16 2010 18:49 Schism wrote:

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,



No, you don't see any terran players asking for the removal of that now.


If there was no warp in mechanic would you still dislike building groups ?
Serenity now...insanity later
DreamSailor
Profile Joined June 2010
Canada433 Posts
September 16 2010 09:54 GMT
#154
I don't think adding a cooldown for mules and chronoboost ist he appropriate answer. The reason 2 gate zealot was so strong was you saved chrono boost specifically for it. Now they are increasing zealot building time, and nerfing Chronoboost.

Chrono boost was pretty damn near essential in any protoss match up simply because of the time it takes to make units (Warpgates excluded obviously).

A carrier is 120 second build time, which is 30 seconds more then a battle cruiser, and I think many people would argue that a battle cruiser is a stronger unit.

Protoss build time was turned reasonable by Chronoboost and Warpgates (Maybe too reasonable, I'm down for increasing the cooldown of warpgates) Things just build really friggen fast for Zerg and Terran.

I like a lot of the zerg changes, the ovie speed may be too much because 2.0 or whatever speed is about as fast as a Zealot with speed, which is pretty damn fast.
Where ever you go, there you are.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
September 16 2010 09:54 GMT
#155
On September 16 2010 18:39 billyX333 wrote:
overlords excreting creep while moving, wtf is the point of that?


Imagine hydras slowly pushing forward with the creep, would be reminiscent of tank pushes.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
September 16 2010 09:54 GMT
#156
This new overlord speed would be an amazing scouting buff for z. Dare I say that it could come close to balancing the race?
Seam
Profile Blog Joined April 2010
United States1093 Posts
September 16 2010 09:54 GMT
#157
On September 16 2010 18:51 stafu wrote:
Show nested quote +
On September 16 2010 18:48 vxl wrote:
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.

This is another thing that makes me think these aren't real. Unless it has been translated (and translated badly), this doesn't really make sense. The cursor has never shown while loading (at least certainly not for me).



It does for me, at the very end of the load.

I know because I move it around to make sure it's over my hatch every game =o
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
billyX333
Profile Blog Joined January 2008
United States1360 Posts
Last Edited: 2010-09-16 09:56:03
September 16 2010 09:55 GMT
#158
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

wait... are you saying its legit because they deleted it? pretty sure they'd delete fake bullshit equally as fast
very skilled troll is skilled to write this patch but not skilled enough as i question a lot of these bugs

- Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units

i question the existence of this bug as well. sounds reasonable though if youve ever sent a changeling into instant death because of an unseen tank or an unseen high ground unit killing it before it morphs
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.

not only do i question the existence of this bug, but i also question the spelling ability of the troll who wrote this. and i dont think they would use the word "walking" when referring to larva

Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 16 2010 09:55 GMT
#159
On September 16 2010 18:53 Dawme wrote:
I don't really see the problem with Chronoboost. Mule cooldown is obviously a hugely needed change because of the "spam 5 mules in a row on a gold expo and get 1949219429 minerals in 10 sec" but what would a coolodown on chronoboost exactly achieve ? Seems to me it would make the ability much less interesting since it would drastically reduces the number of ways to use it. Chronoboost isn't a pure macro mechanic like Mules/Spawn larvae that you want do everytime you can. And another thing that bother me is that terrans and zerg can use their energy for something else (scan / supply / creep tumor / transfu) if they somehow suck with the mule/larva cooldown while a protoss cannot.
So yeah, chronoboost cooldown why not but nexus needs 1 or 2 abilities to be on par with T/Z if that's the case..

During the 20 seconds you regain about 10 energy so you can still spend it all, just gradually... so many people don't get this x_X
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
Last Edited: 2010-09-16 09:55:47
September 16 2010 09:55 GMT
#160
oh god that youtube video soooooooooo gooood LOL
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