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Undocumented Changes? - Page 14

Forum Index > SC2 General
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GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-09-22 06:09:19
September 22 2010 06:07 GMT
#261
On September 22 2010 15:00 Deadlyhazard wrote:
Already have a brilliant idea for friendly fire heat-seeking missile...

Get a raven and target one of your own flying units or w/e near a person's drones and fly your unit into the drones....will make for some exciting drone explosion-fests.


Can you do this on like an auto-turret? Jesus this would end up in some strong raven harass...

Edit: did they change something on the dark shrine? I was so hoping for that...
Team LifeStyle - it's more than a game
smegged
Profile Joined August 2010
Australia213 Posts
September 22 2010 06:09 GMT
#262
On September 22 2010 10:11 smegged wrote:
Has repairing worker attack priority changed?


Noone has yet answered this three pages on...
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
hungraa
Profile Joined September 2010
United States25 Posts
September 22 2010 06:10 GMT
#263
In your profile screen on Bnet:

if you mouse over the 5 categories (Campaign, Exploration, Cooperative, etc.) it shows how much points you need in order to get a medal.
Check out my personal VoD's! www.youtube.com/hungraaStarcraft
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 06:11:57
September 22 2010 06:11 GMT
#264
On September 22 2010 15:09 smegged wrote:
Show nested quote +
On September 22 2010 10:11 smegged wrote:
Has repairing worker attack priority changed?


Noone has yet answered this three pages on...


I have no reason to think this has changed.

Kinda hard to test solo since AI does well at that stuff.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 06:33:44
September 22 2010 06:12 GMT
#265
I wonder if the Thor change, you know, being able to clear energy much more easily if HTs enter the field will encourage Thor use in TvP. Between Getting rid of it en masse before battles and EMP, feedback vulnerability might be reduced a ton.

Gonna test Thor on statues and stuff now.

It works on Statues. Pretty awesome, subtle change. Basically anything that can be shot at can be killed by a Thors 250mm cannon now.

Can't wait to see the potential viability of late game Thors against Toss.
MalVortex
Profile Joined May 2010
United States119 Posts
September 22 2010 06:17 GMT
#266
Posting to confirm that the new icons are hawt. Charge, blink, chronoboost, forcefield (all the guradian abilities actually) and psistorm all look absolutely terrific. You didn't really realize how bland the old icons were until you see the new hawtness.

To contribute more than +1 cool factor though, I think blizzard may have altered some shader settings to make things look more vibrant. I noticed very clearly in my last couple matches that effects simply looked higher quality. I don't have any objective way of testing this, but that is likely the reason things like chronoboost and vortex are claiming to have their animation changed. Its not that the animations themselves have been altered, but the color and shader interaction of them definitely appear to have been tweaked to make them more noticeable. At any rate, its a subtle enough change that its hard to say for sure.
People are like the stars - There are bright ones and those that are dim
Malminos
Profile Joined July 2010
United States321 Posts
September 22 2010 06:19 GMT
#267
maybe i'm crazy but overseers seem...slower. can anyone confirm this?
"To dream of because become happiness "
Meff
Profile Joined June 2010
Italy287 Posts
September 22 2010 06:28 GMT
#268
On September 22 2010 11:04 pieisamazing wrote:
I think you're the one missing the point here. It's still going to be impossible to kill a Planetary fortress without ultralisks, so until the end of the game, feel free to do absolutely nothing and have a free, safe expo like you're so used to doing.

Banelings actually do a passable job. A little over a page of them brings down a planetary fortress, with no chance of repairing due to the near-instantaneous damage spike. They're still not directly cost-effective (even ignoring casualties from the cannons, it would take 20 of them to kill it, translating to a 1000/500 expense against the 550/150 of the fortress), but the lost mining time and collateral damage that you can do with zerglings (SCVs, missile turrets) usually makes up for the difference in cost.
silentsod
Profile Joined August 2010
United States198 Posts
September 22 2010 06:28 GMT
#269
If you're doing missions on brutal after completing the campaign on another difficulty you are now correctly awared "Brutal 5, 10..." and it's retroactive upon completing a mission. Imagine my surprise when Brutal 5-20 popped up out of nowhere.
ALPINA
Profile Joined May 2010
3791 Posts
September 22 2010 06:30 GMT
#270
Eggs could always overlap actually.
You should never underestimate the predictability of stupidity
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 22 2010 06:32 GMT
#271
I love the way the new ability icons look! Starts to look and feel al ittle like wow though. But still, a very positive change.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
Last Edited: 2010-09-22 06:39:01
September 22 2010 06:38 GMT
#272
On September 22 2010 14:29 FSP.Siggy wrote:
Show nested quote +
On September 22 2010 14:28 Floophead_III wrote:
Not sure if it's been confirmed false, but nydus still make a sound when finished, it's just quieter.


No matter where you are looking on the map?

I played a PvZ earlier today and I heard the nydus worm sound, and freaked out and checked all my base and cliff (the map was LT). I later watched the rep and he had made a tunnel from his base to his far hidden expansion, and I had no vision of that area during that time.

So yea, I believe you can still hear the nydus worm globally. Not sure about the volume of sound though... I haven't played enough games with nydus worms involved to know if there was a difference.
SAY YES TO STIM KIDS!!! XD
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
September 22 2010 06:41 GMT
#273
Do carriers feel more responsive to anyone else? I have not played alot of games as toss, but I thought I remember carriers having to come to a stop before they launched there interceptors. Now they feel like BW carriers and can launch and run away at the same time.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Domorin
Profile Joined September 2010
18 Posts
September 22 2010 06:45 GMT
#274
Okay, I registered for TL just to say this, but Thors could already attack friendly units with 250 MM cannons before the patch.

A couple of days ago I read the fake patch notes and to make sure that they were fake I tested to see if Thors could shoot at friendly units with 250 MM, I tested it on both my own units and my AI teammate's units and it worked, although I didn't test it on neutral buildings, I assume they'd work on those too.
Avaloch
Profile Joined August 2010
241 Posts
Last Edited: 2010-09-22 06:52:07
September 22 2010 06:49 GMT
#275
- Infestors can no longer use the NP/FG while burrowed bug (might be counted in the bugfix about using things not on the card)


I always thought that Infestors cannot use NP and FG while burrowed.

Edit: Sorry I just realised it was about the bug! XD
Ownos
Profile Joined July 2010
United States2147 Posts
September 22 2010 06:51 GMT
#276
Loving the icon and production tab changes. Maybe Tasteless and Artosis would use it for once.
...deeper and deeper into the bowels of El Diablo
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
September 22 2010 06:52 GMT
#277
Undocumented change: When inputting authenticator code, the code is no longer censored and can be seen by anyone watching your screen (which is fine its a 1time key)
Proud member of the LGA-1366 Core-i7 4Ghz Club
whoseline
Profile Joined November 2009
Canada29 Posts
September 22 2010 06:54 GMT
#278
On September 22 2010 14:17 Hamlet wrote:
Not sure if this matters since it doesn't affect multiplayer but: The Insane AI cheats now to stop cheese. I'll try to post a replay, but it's trivial to test. Start a game against Insane, place a Pylon anywhere in the computer's base clearly out of their vision range (e.g. right at the top of their ramp). A bunch of SCV's will immediately come kill it.


this happened before too.

there are just some sweet spots on every map.
i.e. on specific maps, specific spawn locations, i'd have a place where they can never find the pylon. but even then, it took 1-3 games to experiment it.

but when i did co-ops i can't choose the map, and usually get maps i didn't really know.
when i put my pylon (very far out of sight), and it still was found and they sent a whole bunch of workers to defend.

i'd have to see if my "sweet spots" have been patched, but doubt it.
SpaceAnt
Profile Joined August 2010
Spain64 Posts
September 22 2010 06:59 GMT
#279
Not sure if that has been said already, thor 250 mm cannons could always target own or friendly units, with always i refer to beta. Thus not new. keep the good work up
deL
Profile Blog Joined March 2009
Australia5540 Posts
September 22 2010 07:00 GMT
#280
I hate the new icons ;(
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
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