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Unconfirmed Patch 1.1 Notes - Page 9

Forum Index > SC2 General
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Prev 1 7 8 9 10 11 33 Next All
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
September 16 2010 09:56 GMT
#161
I like those changes even as a protoss player, nice that a terran cant just catch up by smacking down mules left right and center on a expo!!! How many times have we seen a terran player losing and they get back into the game simply because dropping loads of mules down. Imm still not sure how as a protoss we are meant to stop a terran push with the delayed zealots vs maruder/marine stim though....
Live and Let Die!
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
September 16 2010 09:56 GMT
#162
If the majority is true then I can't imagine how they come up with some stuff.
Wth with the costs ... Dark Shrine for 100/200... It's already too much with 250 and 200 is still too much since it doesn't justify it's costs and tech.
Chronoboost CD?!?!? Even if it sounds legit it can't possible be true. CB only has 1 purpose and that is making production / upgrades faster by 20 sec. Forgetting 1 CB would mean if u had 50 energy you would never get below ~25 sec again since u can only CB every 20 sec and you gain about 25 energy every 20 sec. For the Terran Mule CD it is the same but they can spent it on scan and depots. So this one could be legit.

Zerg changes are huge in terms of creep and scouting. Basically they can now scout fast with their overlords and keep mining with their drones. No drone scout anymore unless it's to scout cheeses.
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
Pekkz
Profile Joined June 2009
Norway1505 Posts
September 16 2010 09:56 GMT
#163
On September 16 2010 18:25 IdrA wrote:
those changes make far too much sense to be legit


This is what i thought, cant remember the last time blizzard released patch notes that I liked as much as these. Got nothing against anything here and the overlord speed/creep stuff makes so much sence. Also the cooldown on mule/chrono is fantastic and punishes bad players and doesnt affect the good players.
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
Last Edited: 2010-09-16 09:58:37
September 16 2010 09:58 GMT
#164
Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.


Wouldn't it be hilarious if Blizzard deleted these fake notes but then read that line and go like "wait..is that acctualy possible???" :D I remember a few years ago when they asked a Blizzard guy about the hatchery bug in BW and he was like "There is a hatchery bug?" (think it was that bug)
vrok
Profile Joined August 2009
Sweden2541 Posts
September 16 2010 09:58 GMT
#165
Wow. If this is true I love you Blizzard. This is like a completely new game.
"Starcraft 2 very easy game" - White-Ra
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
September 16 2010 09:59 GMT
#166
bloody hell didnt see the chronoboost change what the hell, now we really are screwed vs terran push as we cant just try get units out fast to try and counter it...or vs zerg, i know zealot push vs zerg was hard but nerfing, zealots, warpgates, and also chronoboost is quite a lot, its like Protoss arent meant to stop any rush unless they go 4 gates...
Live and Let Die!
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2010-09-16 10:01:34
September 16 2010 10:01 GMT
#167
wrong thread, sorry
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
WoKKeLs
Profile Joined December 2009
Netherlands65 Posts
September 16 2010 10:01 GMT
#168
Finaly Toss and Terran will be having a harder time to multitask and it will take alot more skill to be on top then what we've seen so far

i wonder how those 50apm terrans and protoss will be now

praying these notes are legit
٩(-̮̮̃-̃) ٩(͡๏̯͡๏)۶ ٩(̾●̮̮̃̾•̃̾)۶ ٩(-̮̮̃•̃)۶ ٩͡[๏̯͡๏]۶
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 16 2010 10:01 GMT
#169
On September 16 2010 18:56 shannn wrote:Forgetting 1 CB would mean if u had 50 energy you would never get below ~25 sec again since u can only CB every 20 sec and you gain about 25 energy every 20 sec.

You never tested it or just aren't good enough to notice when the boost ends
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
decemvre
Profile Joined May 2010
Romania639 Posts
Last Edited: 2010-09-16 10:03:43
September 16 2010 10:01 GMT
#170
Overlord speed is HUGE.
Its gonna change so much in ZvT and ZvP, AND ZvZ.

However, still no NP buff. : ( That makes me a sad panda.
decemberTV
Dawme
Profile Joined May 2010
France58 Posts
September 16 2010 10:01 GMT
#171
On September 16 2010 18:55 Shikyo wrote:
Show nested quote +
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


I understand this but my point is, contrary to MULEs and spawn larvae, you don't need chronoboost 100% of the time. That's why the ability was interesting, it's not a simple macro mechanic that you juste have to remember to do every x sec because you always want to do it, there are plenty of times where you don't want/need to chronoboost anything. A cooldown basically removes you the whole game of "i'm keeping my nexus energy for chronoboosting this specific stuff" and makes the ability very dull. And like I said, protoss can't spend their energy on anything else.
Sooo the ability beccomes very boring and I don't see what exactly is the purpose of this change. The only problem I can imagine with non-cooldowned chrono is the current zealot spam early game but this is basically nerfed into oblivion with the new zealot build time.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
September 16 2010 10:01 GMT
#172
On September 16 2010 18:50 zomgtossrush wrote:
Show nested quote +
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 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....


I don't see the problem at all.

You can still save up energy for scans, the only difference is that you just can't use up the energy like you do now if you decide to save it.

Let's say I am T and I see a dark shrine, I make a raven, but ofcourse that can get sniped so I want to keep atleast 1 scan when I move out.

Let's now say the T didn't need that scan, well he now has to calldown supply, wich is ofcourse worse then a mule.

Yes it is a "nerf" but I mean it's not like you can't save up energy anymore, you still have the same max energy.

I mean if I get banshee/voidray rushed, what do I do? I save up energy on both my queens for just 1 transfuse, that are spawn larva injects that I will never get back, but I can still spread some extra creep tumors, but it's still 'worse' then I had spawnd larva.

On the P part.

How does a zerg predict that a rush is coming? Never make drones untill they feel completely safe?
You now will have to think ahead with chronoboost, for example.
You need better scouting/gamesense to properly use it.

Okay the zerg may be baneling bust, I don't know for sure yet, Do I take the risk of chronoboosting probes? Or do I chronoboost the sentry?

And YES it's a worse situation, but I don't see how it breakes the game, you will just get punished hard for making the wrong decision.


bleen
Profile Joined April 2010
Lithuania26 Posts
September 16 2010 10:01 GMT
#173
On September 16 2010 18:59 Tommylew wrote:
bloody hell didnt see the chronoboost change what the hell, now we really are screwed vs terran push as we cant just try get units out fast to try and counter it...or vs zerg, i know zealot push vs zerg was hard but nerfing, zealots, warpgates, and also chronoboost is quite a lot, its like Protoss arent meant to stop any rush unless they go 4 gates...


every toss is going 4 gate 90% of time anyway
Mess With the Best, Die Like the Rest...
Heosat
Profile Blog Joined April 2010
Australia481 Posts
September 16 2010 10:02 GMT
#174
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.
Liquid ftw!
Horse != player. I'm from TLAF.
SeaSmoke
Profile Joined July 2010
United States326 Posts
September 16 2010 10:02 GMT
#175
On September 16 2010 18:59 Tommylew wrote:
bloody hell didnt see the chronoboost change what the hell, now we really are screwed vs terran push as we cant just try get units out fast to try and counter it...or vs zerg, i know zealot push vs zerg was hard but nerfing, zealots, warpgates, and also chronoboost is quite a lot, its like Protoss arent meant to stop any rush unless they go 4 gates...


You'll just have to scout and prepare for rushes like the rest of us I guess. Sorry.
Thiria
Profile Joined March 2010
Sweden21 Posts
September 16 2010 10:03 GMT
#176
On September 16 2010 19:02 Heosat wrote:
The OL changes are too weird for me. Creep doesn't spread fast from an OL anyway so a moving OL with creep spread would basically do nothing.


But 3 OLs in a ball doing it would.
Sisko
Profile Joined May 2010
United States121 Posts
September 16 2010 10:03 GMT
#177
On September 16 2010 18:55 billyX333 wrote:
Show nested quote +
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

Show nested quote +
- 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
Show nested quote +
- 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


the cliff larva bug was real as recently as the end of beta when there was a custom map where the spawn was right next to a cliff and they discovered that the larva would die in certain situations.
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
Last Edited: 2010-09-16 10:04:36
September 16 2010 10:03 GMT
#178
This is to good to be true. Although I'm missing some things - especially the status of Marauders razing buildings in a jiffy and the PF attack priority.
No Quote
tofucake
Profile Blog Joined October 2009
Hyrule19221 Posts
Last Edited: 2010-09-16 10:04:21
September 16 2010 10:03 GMT
#179
On September 16 2010 18:10 bleen wrote:
- Ground Units of type Psionic now have vision in the air plane.

That alone make it fake (and makes me lol).

Blues will delete obviously retarded things. Just because something is deleted doesn't make it true.

[edit]
Added some emphasis
Liquipediaasante sana squash banana
fallore
Profile Joined December 2009
United States143 Posts
September 16 2010 10:03 GMT
#180
I'm pretty disAppointed that they didn't fix the attack priority of repairing scvs. That's actually the biggest reason that I think these are fake, lol
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