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Undocumented Changes? - Page 18

Forum Index > SC2 General
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Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2010-09-22 15:41:29
September 22 2010 15:40 GMT
#341
NEW CHANGE:

For replays, in the production tab, there are progress bars beneath each item.

Cool! :D
lololol
Profile Joined February 2006
5198 Posts
September 22 2010 15:53 GMT
#342
On September 23 2010 00:40 Hypatio wrote:
NEW CHANGE:

For replays, in the production tab, there are progress bars beneath each item.

Cool! :D


That's the first thing listed in the OP
I'll call Nada.
torq
Profile Joined September 2010
United States44 Posts
September 22 2010 16:14 GMT
#343
[image loading]
screenshot from new map editor post-1.1
the observer acc. is still 2.125, just like it was before(w/out the upgrade)
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 16:15 GMT
#344
On September 23 2010 01:14 torq wrote:
[image loading]
screenshot from new map editor post-1.1
the observer acc. is still 2.125, just like it was before(w/out the upgrade)


Thank you muchly, updated the OP to reflect this.
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
torq
Profile Joined September 2010
United States44 Posts
September 22 2010 16:18 GMT
#345
On September 23 2010 01:15 FSP.Siggy wrote:
Show nested quote +
On September 23 2010 01:14 torq wrote:
[image loading]
screenshot from new map editor post-1.1
the observer acc. is still 2.125, just like it was before(w/out the upgrade)


Thank you muchly, updated the OP to reflect this.

ur welcome
also the lateral acc. also stays at 0, along with deceleration
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 22 2010 16:21 GMT
#346
On September 22 2010 23:41 teemh wrote:
"Nydus worms are noisier while building, but don't make a global sound when emerging."

This is definitely false.Played many games with nydus everyone could hear it pop up.

Thanks for testing this! I thought it had changed when I used them in a custom melee because the sound seemed to only be hearable near the point of eruption, but I'm guessing it's always been that way on the Nydus user's end? I don't use Nydus nearly often enough to know. They just seem way too situational.
Behavior is a function of its consequences.
torq
Profile Joined September 2010
United States44 Posts
September 22 2010 16:27 GMT
#347
and yes i just observed a live game and the production tab is new, has the progress bars!
Djeez
Profile Blog Joined September 2010
543 Posts
September 22 2010 16:27 GMT
#348
Well, I can't be sure if it's worth a mention, but the Insane AI got improved. For the grinders out there, it is now harder to just cannon rush the computer in 3 minutes and win, since they go apeshit as soon as you build something on their platform. You have to begin at the bottom of the ramp, now.

I can confirm that just before the patch, you could build pylon+forge+cannons on the platform without getting attacked (unless you were way too close).
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 22 2010 16:47 GMT
#349
On September 23 2010 01:14 torq wrote:
[image loading]
screenshot from new map editor post-1.1
the observer acc. is still 2.125, just like it was before(w/out the upgrade)
Damn your screenshot! I keep wanting to click on it.
Behavior is a function of its consequences.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2010-09-22 16:57:14
September 22 2010 16:55 GMT
#350
Is it me or magic box was increased? There are no more balls with lings and big groups o_O
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 17:02 GMT
#351
On September 23 2010 00:10 Dreamexpress wrote:
NEW /DANCE AND /CHEER MOVES (i think?)

High Templar
Marauder
Zealot
Ultralisk

Not 100% they are new, i maybe not just noticed them before


I didn't know about the Protosso nes w00t.

Also, update OP to reflect Thors being able to 250mm cannon anything they want, ever. Could really help make them viable against P.
Legion616
Profile Joined June 2010
Sweden6 Posts
September 22 2010 17:54 GMT
#352
Another change is that the Single Player main page is no longer stuck at 99% achievements and is now properly showing 100% when everything is completed.
broney
Profile Joined September 2010
United States6 Posts
September 22 2010 18:01 GMT
#353
They did change the insane AI to have a higher range to detect proxy buildings, but proxies still work against it if you build them slightly further away.

Actually they introduced some stupidity where if you proxy a pylon into their base, they'll worker charge it. If your probe is still around and draws some attention, they'll chase it too. If you send the probe in a huge shift-circle around the map, three of the comps workers will chase it until the end of time. This is mostly useful in that it's repeatable (I had 12 comp workers following 4 of my workers around the map) and they also ignore the building if they've chased the probe away.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
September 22 2010 18:01 GMT
#354
When you mouse over the achievement catagory icons in your main profile screen, they say you earn medals at certain numbers of achievement points. I have been unable to find any other refence to these medals, but I know it didn't say this pre-patch.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 22 2010 18:02 GMT
#355
On September 23 2010 01:27 Djeez wrote:
Well, I can't be sure if it's worth a mention, but the Insane AI got improved. For the grinders out there, it is now harder to just cannon rush the computer in 3 minutes and win, since they go apeshit as soon as you build something on their platform. You have to begin at the bottom of the ramp, now.

I can confirm that just before the patch, you could build pylon+forge+cannons on the platform without getting attacked (unless you were way too close).



I cant tell whether to like this change cause its more challenging or hate it because it means I have to grind 2X as long to get my 250 achieve. Soooooo glad I got the 15 win streak insane out of the way :p
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
rockd24
Profile Joined September 2010
18 Posts
September 22 2010 18:03 GMT
#356
Thanks for verifying the obs speed. It felt faster when I tried to dodge a cannon. I guess it was just me.
Frugalicious
Profile Joined June 2010
United States121 Posts
September 22 2010 19:21 GMT
#357
Since I haven't seen this changed yet.

- Thor 250mm cannons may be used on friendly units (not yet sure about neutral buildings, i.e. rocks)


You could always target your own or ally units with the 250mm cannons since Beta Phase 1. This also applies to Yamato Cannon. Not sure about Snipe, but I assume the same thing.
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
September 22 2010 19:37 GMT
#358
They "fixed" the overlord spinning trick (I think it was annoying for some persons, usually zvz in close pos).
I tried to use the patrol on him like 4-5 times and it's spinning very very slow now TT
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 19:43 GMT
#359
On September 23 2010 04:21 Frugalicious wrote:
Since I haven't seen this changed yet.

Show nested quote +
- Thor 250mm cannons may be used on friendly units (not yet sure about neutral buildings, i.e. rocks)


You could always target your own or ally units with the 250mm cannons since Beta Phase 1. This also applies to Yamato Cannon. Not sure about Snipe, but I assume the same thing.



According to SCII wiki and people QQing that they didn't have a way to dump the energy, this was not the case.
D-wreck
Profile Joined November 2008
United States12 Posts
September 22 2010 20:09 GMT
#360
You can no longer generate creep after the lair is gone, though overlords will keep generating creep if they were doing so already.
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