Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
Confirmed changes: - Production tab in replays and when observing live games now shows progress bars and mouseover tooltips giving exact completion level. + Show Spoiler +
- Missile Turret Base range: 7 (8 with upgrade) (Not new) - New, coloured icons for spells with monochrome icons (almost everything has shiny new icons) + Show Spoiler +
- No rocks on Desert Oasis, but other layout changes are still present (during ladder matches) - Larvae spread out more around Hatcheries instead of clumping up. + Show Spoiler +
- Ultralisk splash radius seems to grow depending on the target (i.e. scvs repairing PFs die very quickly) (not actually a new mechanic, just makes for some crazy effects when attacking buildings) + Show Spoiler +
- Eggs can now overlap, which makes it difficult to tell the progress on them. :S (Not new, just more likely because of the new, stricter larva positioning) - Build Order screen seems severely bugged or something, just displays the wrong units (may not be new though) + Show Spoiler +
- Terran buildings count as complete before their animation finishes, as opposed to after it - Thor 250mm cannons may be used on friendly units (not yet sure about neutral buildings, i.e. rocks) - Insane AI really dislikes it when you try and cannon rush them now (and probably other proxy crap, but I'm mostly making that up right now) - Worker AI has been changed; worker sliding has been removed. - PDD now counts as a building and cannot be feedbacked. - Ctrl+F5-F8 now works to assign location to hotkeys
Unconfirmed: - Vortex has a new graphic (or maybe it doesn't) - Infestors can no longer use the NP/FG while burrowed bug (might be counted in the bugfix about using things not on the card) - Nydus worms are noisier while building, but don't make a global sound when emerging. (Confirmed false) - Observers appear to move faster (Confirmed false, both speed and acceleration are exactly the same as prepatch)
From what I can tell terran buildings do not make the completed sound at the right time anymore, but that is more of a bug or could have just been the one game i played
Before the patch I had to wait until the Barracks finished with its completed animation before I could build an OC or build a marine, but post patch I can make the OC when it finishes, but before the animation completes. Also I've noticed some funky building completion animation timings like with supply depots; the SCV leaves before the animation can finish. It's like before this patch Terran buildings took slightly longer to complete.
On September 22 2010 06:36 Archerofaiur wrote: I can finally tell when I can chronoboost!
what you mean ?
the chrono boost icon is more vivid. easier on the eyes. although I don't know why hes looking down there when the purple bar already shows how much energy you have.... -.-
On September 22 2010 06:21 FSP.Siggy wrote: Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
The one I've found is simply that when watching a replay, the "Production" tab now shows progress bars for everything.
Found by others: - Missile Turret Base range: 7 (8 with upgrade) (Not new) - New, coloured icons for spells with monochrome icons - No rocks on Desert Oasis
Unconfirmed: - Vortex has a new graphic - Terran buildings count as complete before their animation finishes, as opposed to after it
I think its pretty cool that blizzard just makes these small aesthetic fixes "just because" in postgame patches. Nowadays, this is an exceptionally rare practice. As much as I hate the direction blizzard sometimes appears to be going, at least I still rest easy that they still care bout the little things <3.
The changes to icons makes a lot of sense. Very consistent. Before it seemed like they didn't know what kind of convention to adopt, switching on a case to case basis.
On September 22 2010 06:56 DTown wrote: Please note by creating this thread, you are obligated to regularly update the OP with additions from the community. = D
Been working on it! I'll try to keep it as up to date as I can!
New aesthetic changes to skills hopefully means our custom maps skills no longer have those idiotic green wireframe aesthetics that make it look like I'm playing Dota-1995.
Now if only they added an option to increase the bottom UI bar size.
Weird, when I hover over the achievements section in my profile (not sure if this was in before), it says to earn points to unlock medals and lists 3 tiers of points necessary. I am guessing there will be Bronze/Silver/Gold medals for each Achievement section but I don't see them anywhere.
I didn't buy the "the game isn't ready" arguments people were making about this still feeling like beta until I saw that image. How is this not part of the original release. Anyways, please post the rest of them, they're beautiful, better late than never blizzard!
Hey do ultras do splash to repairing scvs? I was under the impression that splash originated from center of building and thus wouldn't effect other units.
Hey do ultras do splash to repairing scvs? I was under the impression that splash originated from center of building and thus wouldn't effect other units.
On September 22 2010 06:21 FSP.Siggy wrote: Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
The one I've found is simply that when watching a replay, the "Production" tab now shows progress bars for everything.
Found by others: - Missile Turret Base range: 7 (8 with upgrade) (Not new) - New, coloured icons for spells with monochrome icons - No rocks on Desert Oasis
Unconfirmed: - Vortex has a new graphic - Terran buildings count as complete before their animation finishes, as opposed to after it
wtf? There are rocks on desert oasis ...
'
nvm didn't see "during ladder matches"
I don't get it. What is the point in changing a map if it's still the way it was before during ladder matches?
On September 22 2010 06:21 FSP.Siggy wrote: Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
The one I've found is simply that when watching a replay, the "Production" tab now shows progress bars for everything.
Found by others: - Missile Turret Base range: 7 (8 with upgrade) (Not new) - New, coloured icons for spells with monochrome icons - No rocks on Desert Oasis
Unconfirmed: - Vortex has a new graphic - Terran buildings count as complete before their animation finishes, as opposed to after it
wtf? There are rocks on desert oasis ...
'
nvm didn't see "during ladder matches"
I don't get it. What is the point in changing a map if it's still the way it was before during ladder matches?
edit: people should spoiler pictures in quotes at least >_>
The Ultralisk splash increases by the size of the unit that they attacking. It's radius is 2 + unit radius. It is centered on the target. It can't hit behind the ultralisk(even if the AoE radius would reach behind the ultra). The damage dealt is 33% of their main damage. Obv. each unit takes damage depending on it's armor type, so SCVs will take only 5.
On September 22 2010 07:12 lololol wrote: The Ultralisk splash increases by the size of the unit that they attacking. It's radius is 2 + unit radius. It is centered on the target. It can't hit behind the ultralisk(even if the AoE radius would reach behind the ultra). The damage dealt is 33% of their main damage. Obv. each unit takes damage depending on it's armor type, so SCVs will take only 5.
Thanks, so that means 3 ultras would take 3 little swipes to kill every scv on the pf? Nasty
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Wtf!? They killed Cade? How typical..
New icons looks sweet, and the ultra thing is cool. But Z lategame was already pretty good, so not really necessary though.
Replays saved prior to 1.1 can only be viewed by a previous version of Starcraft II. Please log out of Battle.net and launch the previous version of Starcraft II.
On September 22 2010 06:59 Sisko wrote: burrow casting is gone, both for fungal and NP
If so than nothing changed (you could never cast fungal or NP underground).
No... you could cast NP & fungal underground. It was a "bug" so they just now removed it.
And yes, you can still cast IT underground.
Um, do you know how it worked?
You first have to cast the spell then burrow.
No you could queue up commands to first burrow and then use either neural parasite or fungal growth something like- Hold shift move somewhere and press burrow before the infestor burrows press neural parasite now you have a burrowed infestor and a neural parasite "loaded" on your mouse ready to be used on an enemy unit
My build order column was all bugged after one game. Dunno if it was just this game or the coding with the patch somehow messing that up. Was showing my drone production as Greater Spires and the enemies probes as observers, said that i built probes and had spine crawlers,mutas, and the ultra armor upgrade.. lol?
Tried it in a unit tester and all I can say is WOW! A single upgraded ultralisk can wipe out the entire worker line with splash and even take the planetary fortress down to 25% on its own. I'm expecting this to be nerfed, right now it's splashing 360 degrees around the center of the fortress, so all the scvs on the side opposite the ultralisk get crushed.
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Patch 1.1 is a racist patch.
In Blizzard's view, black people and Zergs have nothing to do with Starcraft 2.
On September 22 2010 06:21 FSP.Siggy wrote: - Ultralisk splash radius seems to grow depending on the target (i.e. scvs repairing PFs die very quickly)
That's not actually an undocumented change. The normal attack always worked like that, they just didn't use it on buildings and the removal of the ram attack is in the patch notes.
On September 22 2010 06:21 FSP.Siggy wrote: - Ultralisk splash radius seems to grow depending on the target (i.e. scvs repairing PFs die very quickly)
That's not actually an undocumented change. The normal attack always worked like that, they just didn't use it on buildings and the removal of the ram attack is in the patch notes.
yea btu the radius look so big, if you look at the pictur this is even the scv the other side of the PF
Can you auto-cast detonate on burrowed banelings? I couldn't figure it out while playing around against an AI, but I never did it before the patch so maybe you have to do more than right click on detonate while the bane is underground?
On September 22 2010 06:21 FSP.Siggy wrote: - Ultralisk splash radius seems to grow depending on the target (i.e. scvs repairing PFs die very quickly)
That's not actually an undocumented change. The normal attack always worked like that, they just didn't use it on buildings and the removal of the ram attack is in the patch notes.
yea btu the radius look so big, if you look at the pictur this is even the scv the other side of the PF
As you can see in my previous post, it's 2 + unit radius, it's always been like that. It is a nice thing to know, but not an undocumented change.
On September 22 2010 06:21 FSP.Siggy wrote: Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
The one I've found is simply that when watching a replay, the "Production" tab now shows progress bars for everything.
Found by others: - Missile Turret Base range: 7 (8 with upgrade) (Not new) - New, coloured icons for spells with monochrome icons (almost everything has shiny new icons, will post image when I get home) - No rocks on Desert Oasis (during ladder matches) - Larvae spread out more around Hatcheries instead of clumping up. - Ultralisk splash radius seems to grow depending on the target (i.e. scvs repairing PFs die very quickly)
Unconfirmed: - Vortex has a new graphic (or maybe it doesn't) - Terran buildings count as complete before their animation finishes, as opposed to after it - Thor 250mm cannons may be used on friendly units - Infestors can no longer use the NP/FG while burrowed bug (might be counted in the bugfix about using things not on the card) - Ctrl+F5-F8 now works to assign location to hotkeys
Weren't a few of these in the "rumor" patch notes leak? Think that was the notes for 1.1.1 but they are still doing some internal testing? Clearly a lot of stuff broken with 1.1.0 already.
If its 2+unit radius does that mean targeting thors or big buildings with your ultra will actualy do more damage? (as a circle that is 2+radius of a thor is bigger then one thta is 2+ radius of a marine) Even if only a thor is in the center the total area outside that donut hole that the unit is in will be much bigger i would think.
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
On September 22 2010 07:31 obsid wrote: If its 2+unit radius does that mean targeting thors or big buildings with your ultra will actualy do more damage? (as a circle that is 2+radius of a thor is bigger then one thta is 2+ radius of a marine) Even if only a thor is in the center the total area outside that donut hole that the unit is in will be much bigger i would think.
No no.. when they originally made that change it was such that tanks did less damage to groups of enemies if they shot the ultra, because the splash wouldn't extend outside the ultra.
On September 22 2010 07:31 obsid wrote: If its 2+unit radius does that mean targeting thors or big buildings with your ultra will actualy do more damage? (as a circle that is 2+radius of a thor is bigger then one thta is 2+ radius of a marine) Even if only a thor is in the center the total area outside that donut hole that the unit is in will be much bigger i would think.
No no.. when they originally made that change it was such that tanks did less damage to groups of enemies if they shot the ultra, because the splash wouldn't extend outside the ultra.
This must just be for buildings?
Ultra splash is different. Their damage effect has the flag "extend by unit radius", and no other units have that.
On September 22 2010 07:31 obsid wrote: If its 2+unit radius does that mean targeting thors or big buildings with your ultra will actualy do more damage? (as a circle that is 2+radius of a thor is bigger then one thta is 2+ radius of a marine) Even if only a thor is in the center the total area outside that donut hole that the unit is in will be much bigger i would think.
you are correct I think. If an ultra attacks a marine with a radius of 0.5 the area of splash will be pi x (0.5+2)^2 = 19.6 minus a small amount for the radius of a marines
If an ultra attacks a planatary fortress with a radius of (im guessing) 2.5 the area of splash will be pi x (2.5+2)^2 =63.6 - pi x (2.5)^2 = 44.
According to my calculations, if you picture a screen filled with marines with a planatary fortress in the middle right next to your ultra, if you attack a marine you will only do half as much splash area as if you attack the building.
it would be nice if someone could test in unit tester or something as I am in Australia and we don't have patch yet.
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Is he seriously missing for some people? I see him fine in my portraits list.
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
On September 22 2010 07:28 Dental Floss wrote: Can you auto-cast detonate on burrowed banelings? I couldn't figure it out while playing around against an AI, but I never did it before the patch so maybe you have to do more than right click on detonate while the bane is underground?
Right click on the unburrow icon, it'll unburrow automatically if anyone moves over it
On September 22 2010 07:48 Guiltfeeder wrote: Has no one mentioned the jumbled up build order screen?
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
On September 22 2010 06:22 Smurfz wrote: I don't think this was documented.
Most of the non-colored upgrades/ability buttons became colored or got remade, such as stim-pack
Wow, if this is a true then that's awesome! I actually had a fair amount of trouble quickly distinguishing between some of the icons and some of the abilities that can be set to autocast are very hard to see if they are or are not on autocast.
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
Zomg. this video is even more ridiculous than the other one. Definitely not intended. Will be patched.
lol. epic win blizzard.
you really think something like that would pass through internal testing without getting noticed? this is sure not going to be patched
Lots of buggy things made it through internal testing. Build Order screen is messed up, Eggs stack now (makes it hard to know progress of a specific egg), D Oasis ladder map isn't the correct map, etc.
I'm a zerg player, I think the repair of the pf was too much before, but this just doesn't visually look right. The building at least needs to glow or shake or something when the ultras hit it, it doesn't LOOK like those scvs should be getting hit, it's not the most important thing, but it matters a little, I don't like random damage that I can't see, just like I don't like how the damage from the colossus doesn't get done if you try to micro it 90% the way through the animation, it should just delay the move until the animation is done.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Patch 1.1 is a racist patch.
In Blizzard's view, black people and Zergs have nothing to do with Starcraft 2.
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
Zomg. this video is even more ridiculous than the other one. Definitely not intended. Will be patched.
lol. epic win blizzard.
you really think something like that would pass through internal testing without getting noticed? this is sure not going to be patched
Lots of buggy things made it through internal testing. Build Order screen is messed up, Eggs stack now (makes it hard to know progress of a specific egg), D Oasis ladder map isn't the correct map, etc.
That's why they have all of us participating in this open beta te..... WAIT A MINUTE
On September 22 2010 07:15 intrigue wrote: the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Patch 1.1 is a racist patch.
In Blizzard's view, black people and Zergs have nothing to do with Starcraft 2.
Omg those new icons are so sexy! And I love the fact that they added the camera keys ctrl + F5 ~ F8 too! I missed them because I loved to use the camera keys in SC:BW.
Yeah the egg stacking is super annoying...it was already hard before to check to see if you've built something (i.e. overlords pre-40 food), and now it can actually be impossible if they stack just right
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
It SHOULD take out ATLEAST that many ultras. Do you realize what it costs? Do you realize it's STATIONARY DEFENSE?
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
It SHOULD take out ATLEAST that many ultras.
OK, so it does. We're agreed then, it's fine.
Do you realize what it costs?
150/150? Less than 1 ultra.
Do you realize it's STATIONARY DEFENSE?
Should my photon cannons become super duper awesome because I can't move them?
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
It SHOULD take out ATLEAST that many ultras. Do you realize what it costs? Do you realize it's STATIONARY DEFENSE?
having lost 4000+ mins and gas (a whole army) in units trying to take out a single PF, having something (other then air) to fight it effectivly is good.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
It SHOULD take out ATLEAST that many ultras. Do you realize what it costs? Do you realize it's STATIONARY DEFENSE?
Yeah, stationary defence should > T3 zerg units. Great logic you got going there.
On September 22 2010 07:56 Brutallus wrote: I made a little video showing the new uber ultralisk splash damage on a PF. 2 Ultras non upgraded vs a PF with armor and range upgrade and ~20 SCVs
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings.
heres the quote from the actual blog post:
"When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target."
which clearly states they are aware of the splash damage on buildings.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
It SHOULD take out ATLEAST that many ultras. Do you realize what it costs? Do you realize it's STATIONARY DEFENSE?
It costs 150/150 and you can get it after an engineering bay, whereas ultras require hive, ultralisk cavern (duh) and the ultras themselves for 300/200. Don't even try comparing costs/effectiveness. PF's are still really strong against other ground units.
I am a bit concerned though about ultras being too strong against other buildings, such as barracks or factories. Pretty much nothing can be saved by scvs repairing now if ultras are on the field. Then again, could they really be saved before?
Haven't received the patch here in eu so haven't been able to test it. Yes, I'm zerg.
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings.
"When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target."
which clearly states they are aware of the splash damage on buildings.
I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
On September 22 2010 07:48 Guiltfeeder wrote: Has no one mentioned the jumbled up build order screen?
Clearly he's using the Observer Rush build for MULE harass. Though I can't say I agree with getting his second gas before the Nexus. He could really use those minerals for the Observers.
@Devlin I think ure pretty much right. Even if I think its a bug, I believe, that it would be reasonable to be like this, because Ultras could actually beat down a whole Wallin, without a massrepair happening.
Clearly he's using the Observer Rush build for MULE harass. Though I can't say I agree with getting his second gas before the Nexus. He could really use those minerals for the Observers.
you dont see this is how blizz fix the spying issue
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings.
heres the quote from the actual blog post:
"When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target."
which clearly states they are aware of the splash damage on buildings.
I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
i suppose its possible but it shouldn't be ruled out that blizzard intended this as a "buff" that would balance out zerg, although i doubt that even a buff as good as this will balance out the ZvT matchup.
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings.
"When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target."
which clearly states they are aware of the splash damage on buildings.
Actually that quote makes it seem they forgot about the extension by unit radius, since they wrote "smaller buildings", while it holds true for any building size and it's actually better against larger buildings, since area/radius dependence is not linear.
On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway
TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up.
uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings.
heres the quote from the actual blog post:
"When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target."
which clearly states they are aware of the splash damage on buildings.
I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
People act like they HAVE to try an repair the PF with scvs . . . why don't you run your scvs away?? a terran bio ball can kill a hatchery even with spine crawlers for defense in like 5 seconds flat. So now that zerg has exactly 1 unit that can kill a PF, its OP? (dont say mutas, 3 turrets with repair scvs shuts that down)
Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others.
On September 22 2010 08:37 iFoughtTheLaw wrote: Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others.
On September 22 2010 08:37 iFoughtTheLaw wrote: Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others.
Can anyone else confirm changes on Nydus worms not making noise globally? When I used them in a custom melee I could only hear them if my viewing window was nearby.
Also, they seems to make more noise while constructing. Maybe that's just me.
Just played a ladder game and noticed something pretty major:
Priority AI seems to be changed for dark templars. I was attacking probes (shift commanded my group to attack nexus, then a nearby probe) and even when they were being attacked by my opponent's stalkers, my DTs continued to wail away at probes.
NP is still 15 seconds; not sure if anyone said that yet. Ultras vs T looks sooooooooo sexy now. I think I'm going to start playing sc2 again. And with zealot/reaper/bunker nerf, you can safely hatch first on most maps, arguably it's not as economic as pool first, but we'll see.
On September 22 2010 08:47 ohN wrote: NP is still 15 seconds; not sure if anyone said that yet. Ultras vs T looks sooooooooo sexy now. I think I'm going to start playing sc2 again. And with zealot/reaper/bunker nerf, you can safely hatch first on most maps, arguably it's not as economic as pool first, but we'll see.
i hope you mean its not as safe as pool first because hatch first is always more economic than pool first...
On September 22 2010 08:47 ohN wrote: NP is still 15 seconds; not sure if anyone said that yet. Ultras vs T looks sooooooooo sexy now. I think I'm going to start playing sc2 again. And with zealot/reaper/bunker nerf, you can safely hatch first on most maps, arguably it's not as economic as pool first, but we'll see.
It isn't? Then what's the point of ever hatching first?
On September 22 2010 08:47 Yuka wrote: Just played a ladder game and noticed something pretty major:
Priority AI seems to be changed for dark templars. I was attacking probes (shift commanded my group to attack nexus, then a nearby probe) and even when they were being attacked by my opponent's stalkers, my DTs continued to wail away at probes.
This sounds like user error to me unless you can provide more concrete detail. If you are being attacked by workers and combat units, your units will distribute fire to the workers because they're actively engaged in combat. Did you not notice that Probes were attacking your DTs in addition to Stalkers?
On September 22 2010 08:47 ohN wrote: NP is still 15 seconds; not sure if anyone said that yet. Ultras vs T looks sooooooooo sexy now. I think I'm going to start playing sc2 again. And with zealot/reaper/bunker nerf, you can safely hatch first on most maps, arguably it's not as economic as pool first, but we'll see.
Honestly, I havent used ultras that much since terrans stopped going for mech heavy builds . . muta/ling/bling works the best for me against the more popular terran builds now that include lots of barracks units.
Ultras just get killed too quickly by stimmed marauders, and with magic box mutas, thors arent that scary anymore. Not really sure why i would opt for ultras against a bio heavy terran. And now that tanks are nerfed, I would expect to see even more bio.
Imo, the only time i would go heavy ultras would be against a stalker/colossi composition.
think opportunity cost instead of upfront cost... Compared to getting an OC, you are giving up 150 gas, like 5 minerals a second for the rest of the game, and the ability to lift off.
Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
On September 22 2010 09:04 Disastorm wrote: Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
Nope, siege splash has a fixed radius I believe. It's also in the center of the building/unit so siege splash won't even damage anything else if you fire on a nexus. I'm quite sure, someone correct me if I'm wrong.
On September 22 2010 09:04 Disastorm wrote: Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
Nope, siege splash has a fixed radius I believe. It's also in the center of the building/unit so siege splash won't even damage anything else if you fire on a nexus. I'm quite sure, someone correct me if I'm wrong.
Thats what people said about ultras until someone went and tried it. I thought all splash worked the same in this game supposedly.
On September 22 2010 08:01 1nfamous wrote: you really think something like that would pass through internal testing without getting noticed? this is sure not going to be patched
You live in a perfect world? People make mistakes.
On September 22 2010 09:04 Disastorm wrote: Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
Nope, siege splash has a fixed radius I believe. It's also in the center of the building/unit so siege splash won't even damage anything else if you fire on a nexus. I'm quite sure, someone correct me if I'm wrong.
Thats what people said about ultras until someone went and tried it. I thought all splash worked the same in this game supposedly.
All splash but ultra's. They get special splash, always have.
On September 22 2010 09:04 Disastorm wrote: Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
Nope, siege splash has a fixed radius I believe. It's also in the center of the building/unit so siege splash won't even damage anything else if you fire on a nexus. I'm quite sure, someone correct me if I'm wrong.
Thats what people said about ultras until someone went and tried it. I thought all splash worked the same in this game supposedly.
You need to read the rest of the thread because lololol mentioned this already.
Ultra splash is different. Their damage effect has the flag "extend by unit radius", and no other units have that.
I just went to check someones matchlist and it said the zerg player made 10 greater spires at the start of the game and the protoss player made 7 observers and a nexus then continued on with random crap
maybe they fixed the matchlist checking to stop cheating in tournaments? :p
On September 22 2010 09:21 Ryze wrote: I just went to check someones matchlist and it said the zerg player made 10 greater spires at the start of the game and the protoss player made 7 observers and a nexus then continued on with random crap
maybe they fixed the matchlist checking to stop cheating in tournaments? :p
If that's what this is for, then it's poorly implemented. Every Greater Spire = Drone, every x = y. All you have to do is get a list of the equivalents and presto, nothing is different.
On September 22 2010 09:21 Ryze wrote: I just went to check someones matchlist and it said the zerg player made 10 greater spires at the start of the game and the protoss player made 7 observers and a nexus then continued on with random crap
maybe they fixed the matchlist checking to stop cheating in tournaments? :p
If that's what this is for, then it's poorly implemented. Every Greater Spire = Drone, every x = y. All you have to do is get a list of the equivalents and presto, nothing is different.
Yeah i just realized everything is messed up. Saw a protoss who built a nuke, weapon refit, and terran ship weapons lvl 1
this is kind of lame i wont being able to get the feat of strengh since i did my placement already, and i already got my 5-0 but wasnt enable yet. and i dont want to do 2v2,3v3,4v4 placement again
Dont know if this has been said but its not in OP.
The Production tab now has a new interface where you can see how far progressed the thing is in production. If you hover over it, it will also tell you exactly how many seconds (x/90) until completion.
Check out your Build Orders after playing a game lol. Apparently I made 4 observers, 2 Nexus,a Gateway, and a ton of Twilight Councils instead of workers, pylons, forge, and cannons. (vs AI, not cheesing people). Nice bug!
On September 22 2010 09:41 n0xi3 wrote: Dont know if this has been said but its not in OP.
The Production tab now has a new interface where you can see how far progressed the thing is in production. If you hover over it, it will also tell you exactly how many seconds (x/90) until completion.
Actually, that was the change I noticed that prompted me to start this thread It wasn't listed with everything else though, and was written above so I could take credit. Then I got over that and put it in the list with everything else just now, and also updated the OP and added pictures!
Hmm....new stim graphic....I liked the previous one better, it matched with all the other icons
Edit: Regarding the nydus worm play; it seems i can still hear the scream (tested on UMS unit tester), but idk if it is different when playing against an actual player...would be interesting if they removed the noise.
On September 22 2010 09:04 Disastorm wrote: Hey guys does anyone know if Siege Tanks can shoot main buildings also and have the same splash effect? If this is how all splash works wouldnt it also work with siege tanks?
Nope, siege splash has a fixed radius I believe. It's also in the center of the building/unit so siege splash won't even damage anything else if you fire on a nexus. I'm quite sure, someone correct me if I'm wrong.
Thats what people said about ultras until someone went and tried it. I thought all splash worked the same in this game supposedly.
You need to read the rest of the thread because lololol mentioned this already.
Ok so I played a random 4v4 game and got the hot shot achievement. I didnt even win it. So anyone who went undefeated previously but didnt get hot shot achievement I suggest you play a random 4v4 and see if it activates it.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
seriously? are you really missing the point? put 1 or 2 ultras against the PF, some roaches and lings.. and the PF is going down really really fast since scvs cant repair anymore.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
seriously? are you really missing the point? put 1 or 2 ultras against the PF, some roaches and lings.. and the PF is going down really really fast since scvs cant repair anymore.
and?
Its still gonna do alot of damage, only now its not able to defend against ANYTHING alone.
On September 22 2010 08:03 shindigs wrote: In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Absolutely. The thing still took out an ultra or two in that video. This just means you can't save your PF from ultras anymore, what's so horrible about that?
seriously? are you really missing the point? put 1 or 2 ultras against the PF, some roaches and lings.. and the PF is going down really really fast since scvs cant repair anymore.
As opposed to it never going down. At all. Ever. Like in every patch before this one. Like, you could not kill it with ground forces. Like, a literal, invincible, 255-kill planetary fortress and a quick box and right click of your scvs. That should kill all ground that gets in range of it. Like that's fair.
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.
Edit: nvm I'd just never seen it with so many flyer helpers on... they still show through the Vortex it seems? They just look weird (as if part of the effect).
Has sight to high ground that has been blocked by rocks (like the ramp in the main on Kulas) been completely removed unless you are on the high ground?
On September 22 2010 11:32 rockd24 wrote: I noticed the observer speed has increased. I might be wrong but my last game it seemed to be noticeably faster.
Please be right.
Edit: unless the tooltip is wrong it is the same.
Ugh, but now that you mention it it feels faster. Probably just psychology, but could be that they increased the acceleration to make dodging turrets and stuff easier.
Not sure if anyone has posted this yet, but the oh-so-abusable cliffs by the main have been removed from Desert Oasis. This is almost as big of a change as the rocks imo. Also, the rocks were there in my last ladder game, not sure what that is about in the OP.
This is more of a bug than an undocumented change, but the Build Order screen shown after a game has gone completely insane.
e.g. I played a 2v2 with a zerg partner, according to the Build Order screen he built a few dozen Greater Spires at the start of the game, then made 6 Motherships in two seconds. Meanwhile our Terran opponents were massing Engineering Bays, while I of course (Protoss) made an Ultralisk Cavern.
On September 22 2010 11:32 rockd24 wrote: I noticed the observer speed has increased. I might be wrong but my last game it seemed to be noticeably faster.
I somewhat noticed it a bit...my observer did seem a little faster than usual.
On September 22 2010 11:32 rockd24 wrote: I noticed the observer speed has increased. I might be wrong but my last game it seemed to be noticeably faster.
I somewhat noticed it a bit...my observer did seem a little faster than usual.
- Infestors can no longer use the NP/FG while burrowed bug (might be counted in the bugfix about using things not on the card)
GGGRRRAAAAHHHH!
Why? WhyWhyWhy? It was the only good thing about NP, the only reason i ever researched the damn thing. It was hard as hell to do and the utility was quite limited.
Prrrrfttt... I don't like the way you act, blizzard ._.
I don't know if it was like that but i think the roach don't need tuneling claw to gain a bonus health regen, he have already he just need to burrow. Maybe he had already a better life regen and they just don't say he gain a better life regen in the tuneling claw's tip
If the crap that the "build order" tab spews is blizzard's way to prevent people from searching for each other's build orders, the concept might merit its own thread.
I really hope they keep it like this, it can prevent a huge amount of bull#@%.
I don't get why they make "purdy" icons and not focus on balancing the game, and then finally finishing it up with "fancy" cosmetics etc, durrderp blizz
On September 22 2010 13:45 Rawenkeke wrote: I don't get why they make "purdy" icons and not focus on balancing the game, and then finally finishing it up with "fancy" cosmetics etc, durrderp blizz
Do you really think the same people that are in charge of balance decisions are the same ones doing art?
On September 22 2010 13:45 Rawenkeke wrote: I don't get why they make "purdy" icons and not focus on balancing the game, and then finally finishing it up with "fancy" cosmetics etc, durrderp blizz
Hardly relevant in this thread.
The reason is, is that Blizzard has different teams working on different tasks at different paces. The people balancing the game are not the same people who make the "fancy" cosmetics. Unless you want them to wait for everything to be absolutely finished before they release it? These cosmetics weren't essential to the release, so they didn't delay release for them.
On September 22 2010 13:45 Rawenkeke wrote: I don't get why they make "purdy" icons and not focus on balancing the game, and then finally finishing it up with "fancy" cosmetics etc, durrderp blizz
Improving the game all around is a good thing. Improving icons, units designs, animations, etc, there's nothing wrong with that.
Balance changes should are a different thing and has nothing to do with these improvements.
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.
Has anyone else noticed a change in the larva spawn location.
Previously naturally spawning larva would spread out and kinda do their own thing. Tonight I've been noticing that I'll get 'double' eggs A LOT early on. A double egg being when you have 2 eggs inside/on top of each other. One game I watched the larva coming out of the hatchery and noticed that it'd always plop down in the exact same spot (middle of hatchery on bottom side). Maybe it was like this before, but I don't remember it. It used to have a much greater spread. I know that multiple times tonight my 11, 12 & 13th drone have been all inside of one another.
Is it just bad rolls of the dice or has anyone else noticed this?
On September 22 2010 14:22 Logo wrote: Has anyone else noticed a change in the larva spawn location.
Previously naturally spawning larva would spread out and kinda do their own thing. Tonight I've been noticing that I'll get 'double' eggs A LOT early on. A double egg being when you have 2 eggs inside/on top of each other. One game I watched the larva coming out of the hatchery and noticed that it'd always plop down in the exact same spot (middle of hatchery on bottom side). Maybe it was like this before, but I don't remember it. It used to have a much greater spread. I know that multiple times tonight my 11, 12 & 13th drone have been all inside of one another.
Is it just bad rolls of the dice or has anyone else noticed this?
Did you not read the first post ? What's the point of writing a reply if you't even read the first post if the thread ?
On September 22 2010 13:45 Rawenkeke wrote: I don't get why they make "purdy" icons and not focus on balancing the game, and then finally finishing it up with "fancy" cosmetics etc, durrderp blizz
Ya, move over balance/design, the art team is gona demonstrate how it's done!
250mm cannon can be used on friendly buildings as well. Forgot to check neutral structures like rocks, dammit. Edit: okay went back and it can be. So get rid of that energy on rocks and perhaps statues to make sure thors cant get feedbacked!
Also, seeker missile can be cast at friendly units-- wasn't sure if that was the case before now. (Don't play Terran just testing everything) Wonder if shooting it at a hellion and running the Hellion into a mineral line would go.
EDit: just went to start a custom game vs AI-- had to wait for the 30 second timer. Bug?
The AI is also vastly improved. I think specifically to help newer players. Toss mixes in Void Rays at late game, for example.
On September 22 2010 14:40 Ndugu wrote: 250mm cannon can be used on friendly buildings as well. Forgot to check neutral structures like rocks, dammit.
Also, seeker missile can be cast at friendly units-- wasn't sure if that was the case before now. (Don't play Terran just testing everything) Wonder if shooting it at a hellion and running the Hellion into a mineral line would go.
EDit: just went to start a custom game vs AI-- had to wait for the 30 second timer. Bug?
I'm looking forward to the first miss-click and seing a bunch of vikings getting blow to pieces with hsm.
On September 22 2010 14:40 Ndugu wrote: 250mm cannon can be used on friendly buildings as well. Forgot to check neutral structures like rocks, dammit.
Also, seeker missile can be cast at friendly units-- wasn't sure if that was the case before now. (Don't play Terran just testing everything) Wonder if shooting it at a hellion and running the Hellion into a mineral line would go.
EDit: just went to start a custom game vs AI-- had to wait for the 30 second timer. Bug?
I'm looking forward to the first miss-click and seing a bunch of vikings getting blow to pieces with hsm.
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.
On September 22 2010 14:40 Ndugu wrote: 250mm cannon can be used on friendly buildings as well. Forgot to check neutral structures like rocks, dammit.
Also, seeker missile can be cast at friendly units-- wasn't sure if that was the case before now. (Don't play Terran just testing everything) Wonder if shooting it at a hellion and running the Hellion into a mineral line would go.
EDit: just went to start a custom game vs AI-- had to wait for the 30 second timer. Bug?
I'm looking forward to the first miss-click and seing a bunch of vikings getting blow to pieces with hsm.
Can you confirm that thats actually new?
Not new. You could cast HSM on your helion and run it in a clump of units and the HSM would explode at the target's death location.
On September 22 2010 14:40 Ndugu wrote: 250mm cannon can be used on friendly buildings as well. Forgot to check neutral structures like rocks, dammit.
Also, seeker missile can be cast at friendly units-- wasn't sure if that was the case before now. (Don't play Terran just testing everything) Wonder if shooting it at a hellion and running the Hellion into a mineral line would go.
EDit: just went to start a custom game vs AI-- had to wait for the 30 second timer. Bug?
I'm looking forward to the first miss-click and seing a bunch of vikings getting blow to pieces with hsm.
Can you confirm that thats actually new?
Not new. You could cast HSM on your helion and run it in a clump of units and the HSM would explode at the target's death location.
Rofl. Way to disappoint me pro Terrans who never use this ability!
Instead of touching up and sneak-adding things like new icons, I wish they would do things like add new better sounds to units and change some unit animations (like the hydra attack, sooo bad) instead. I don't mind these little upgrades to the interface but I really think they could be changing so many better things for the game in terms of the visual/audio department.
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...
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.
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.
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.
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.
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.
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.
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.
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)
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.
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
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.
If this is true, then it's not a good idea from Blizzard imho. It could help those who don't scout well.
Another undocumented changes is that before the patch some people who owned the collectors edition didn't get the collectors edition version of the Thor. This happened to me. There was a thread about it on the battle net forums. I am now happy to see that I get the cooler looking version of the Thor. Now if I only played Terran or ever built them.
There is now an icon to use Stimpack while inside of Bunkers that wasn't there before.
When using things like EMP they have a white Circle that goes onto all units that will be targeted by it. Like a locking on type thing that I don't remember from before. It also happened with Nuke.
Most of the mineral patches on the 3v3 maps used to 1 block of space if they were not touching, but now the minerals are either adjacent to each other or have 2 blocks of space. I noticed this when I tried to spine crawler rush in 3v3 insane AIs. Whereas before, the AI drones will clump up and only 1 will be able to attack, now 2 AI drones can attack the spine crawler while it is morphing since there is an extra block of space in between separated minerals.
I'm not sure if this has any implications for 1v1 play, but this small change makes spine crawler usage in Co-op insane difficulty much harder to pull off, since the AI drones can actually kill the spine crawler with the extra space.
On September 22 2010 16:15 Highwinds wrote: There is now an icon to use Stimpack while inside of Bunkers that wasn't there before.
When using things like EMP they have a white Circle that goes onto all units that will be targeted by it. Like a locking on type thing that I don't remember from before. It also happened with Nuke.
Nah, the Icon was there before the patch as well, but you just notice it because they gave it the new graphics....
I've talked to people and they all tell me the Stimpack was never on the Bunkers not even in Campaign. Maybe it never made it to the US game? You guys are on EU im assuming since Finland. Im 99% sure there was not a Stimpack button while inside a bunker before this patch.
On September 22 2010 16:36 Highwinds wrote: I've talked to people and they all tell me the Stimpack was never on the Bunkers not even in Campaign. Maybe it never made it to the US game? You guys are on EU im assuming since Finland. Im 99% sure there was not a Stimpack button while inside a bunker before this patch.
On September 22 2010 15:59 SpaceAnt wrote: 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
" The thor cannot attack friendly or neutral units or structures (such as destructible rocks) with this ability. "
From SCII wiki-- which needs to be updated to reflect patch 1.1. 250mm cannon can be used on everything. All the little destructible gimmicks and rocks on every map.
I can def see this being the nudge needed to get Thors into TvP lategame. Research 250mm cannon, by the time its done you can sink all your Thors energy into a static structure at the same time, or kill one marine. If a push comes before you're ready, you'll have to waste an EMP. You can use medivacs to keep Thors with your army-- keeping it almost as mobile as before.
You will have a few periods when the Thor has enough energy, but a feedback usually means a missed psi-storm.
No one smart enough to check if observer acceleration is different?
It's kind of weird how some of the inherent ability icons kept the unbracketed monochrome look while others (like colossus/DT/Reaper) got colors. The ones that are still monochrome are the disguise, detector, and the sensor tower thing (maybe some more too?).
I read through about half the pages so sorry if this is already mentioned. EU is down so I can't test this right now (editor & game can't authorize because of the patch so offline is no option).
I'm wondering if these things changed: - On metalopolis one of the 2 geysers is (was?) slightly in the wrong position, so that there was a small delay when 3 workers are mining it. Is the positioning fixed? - Can SCV's still repair while inside a bunker? - Did the Drone AI improve? - is the bonus pool bug fixed? - Are the roach upgrade icons switched back? (during one of the last beta patches move-speed and claws had accidentally been swapped).
On September 22 2010 16:36 Highwinds wrote: I've talked to people and they all tell me the Stimpack was never on the Bunkers not even in Campaign. Maybe it never made it to the US game? You guys are on EU im assuming since Finland. Im 99% sure there was not a Stimpack button while inside a bunker before this patch.
It was there. Pic from an unpatched US client running offline:
On September 22 2010 16:12 jdelator wrote: My queen was able to see a banshee up on a cliff. It was only able to make out the banshee and none of the terran.
Is it so that you can see flyers up a cliff if they shoot you? I was once able to see collosi up a cliff and always wondered if it was a bug or not.
Btw, does the ultralisk dmg units behind destructable rocks since it uses its splash att now? (sry if that was already answered)
- Nydus worms are noisier while building, but don't make a global sound when emerging.
If true, i don't like it. Nydus are like nukes, you need to hear them because they can totally spin a game. We want a strategy game not a coin flipper right?
- Nydus worms are noisier while building, but don't make a global sound when emerging.
If true, i don't like it. Nydus are like nukes, you need to hear them because they can totally spin a game. We want a strategy game not a coin flipper right?
Um how would it be a coin flipper? You have pylons/supply depos/overlords all around your base for vision and as long as you keep watching your mini map and stuff you should see something popping up... don't see how not having a global sound makes it a coin flipper
On September 22 2010 17:54 debeuker wrote: Btw, does the ultralisk dmg units behind destructable rocks since it uses its splash att now? (sry if that was already answered)
At the moment yes it would. The ultra's AoE is currently based off the size of the unit/building it is attacking (radius of building/unit + 2).
The infestor nerf, ekhm, "bug fix" is fairly huge balance-wise... I'd say it is the biggest nerf of all the "official" unit nerfs, too. Wouldn't you agree?
Can someone please confirm the Nydus changes? It seems clear that it makes more noise while building, but people seem to disagree about the emerging-sound, is it still global or not? If not, it would be a huge change..
Computer AI has increased quite drastically (Insane, at least). Doing co-op 3v3, AI now pulls for every single proxy and even does things like counter attack with all their workers. 15 coop streak is going to be a lot harder to get...
Stuff that I think is new in the options menu (untested..still waiting for EU to go back up): - "Menu bar clickable" allows you to disable accidentally clicking the menu bar in the top during gameplay (this happened to me way too often lol) - 1366 x 768 resolution added (first only 1360 x 768 was available. This seems to help a bit with alt tabbing speed if that's your native resolution)
Other stuff like "confine mouse" and the clock are new too but have already been mentioned by others.
Edit: It was pointed out that the first one wasn't new. Thanks. Wish I knew about that option sooner though^^;;
On September 22 2010 19:00 Glacius0 wrote: - "Menu bar clickable" allows you to disable accidentally clicking the menu bar in the top during gameplay (this happened to me way too often lol) .
On September 22 2010 19:00 Glacius0 wrote: Stuff that I think is new in the options menu (untested..still waiting for EU to go back up): - "Menu bar clickable" allows you to disable accidentally clicking the menu bar in the top during gameplay (this happened to me way too often lol) - 1366 x 768 resolution added (first only 1360 x 768 was available. This seems to help a bit with alt tabbing speed if that's your native resolution)
Other stuff like "confine mouse" and the clock are new too but have already been mentioned by others.
On September 22 2010 06:21 FSP.Siggy wrote: Nobody's started the inevitable thread where we collect the changes that Blizz so thoughtfully neglected to include in the patch notes. I've only found one so far, but maybe someone else has found others!
Confirmed changes:
- Eggs can now overlap, which makes it difficult to tell the progress on them. :S
Unconfirmed:
- Ctrl+F5-F8 now works to assign location to hotkeys
These two are not new for sure. Eggs overlapping have made me construct dual overlords more than once.
Also Ctrl+F5-F8 have worked for a while - saw an a post older than the patch claiming it although I myself never have used it.
On September 22 2010 18:56 Kantutan wrote: Another undocumented change:
Computer AI has increased quite drastically (Insane, at least). Doing co-op 3v3, AI now pulls for every single proxy and even does things like counter attack with all their workers. 15 coop streak is going to be a lot harder to get...
Yeah don't underestimate this change, I've been having my ass handed to me every time so far by the AI on Insane. I think it's other levels too, I played Very Hard and it seemed a lot tougher than it used to be (and it too was scouting for proxies inside and around it's base, I don't think I've seen it do that before).
On September 22 2010 18:56 Kantutan wrote: Another undocumented change:
Computer AI has increased quite drastically (Insane, at least). Doing co-op 3v3, AI now pulls for every single proxy and even does things like counter attack with all their workers. 15 coop streak is going to be a lot harder to get...
Yeah don't underestimate this change, I've been having my ass handed to me every time so far by the AI on Insane. I think it's other levels too, I played Very Hard and it seemed a lot tougher than it used to be (and it too was scouting for proxies inside and around it's base, I don't think I've seen it do that before).
The OP is saying that Nydus Worm sounds have changed while others refute this statement.
I'd like some clarity on this one! Enlighten me please! I'd be thrilled if the scream was removed but I'm hesitant to believe that they actually removed it!
On September 22 2010 18:51 Morphs wrote: Can someone please confirm the Nydus changes? It seems clear that it makes more noise while building, but people seem to disagree about the emerging-sound, is it still global or not? If not, it would be a huge change..
Pretty sure it is still global. Someone was using a ton of them in a team game last night and we heard them. The first one was used to get workers to an island base and I scanned it like 30 seconds after I heard the noise and saw him starting a base and I was looking nowhere near that island or his base when he did it.
On September 22 2010 19:42 Matkap wrote: so how are people getting hot shot? you have to make a new team and win the 5 placement matches or is it bugged? (saw something about random 4 v 4)
Have you previously won all 5 placement matchs of a qualifing catagory (1v1, 2v2....)?
If so play a random 4v4 game and tell us if you get achievement after.
If you havnt won all than find a team mate, create a team and win all qualifiers and let us know.
On September 22 2010 18:07 Red_beard wrote: The infestor nerf, ekhm, "bug fix" is fairly huge balance-wise... I'd say it is the biggest nerf of all the "official" unit nerfs, too. Wouldn't you agree?
I'd say it is the smallest nerf of any of them since most people didn't even know about it and the infestor is usually used to FG and run more than anything. Certainly smaller than the Tank nerf.
Sorry if this has been mentioned already, but the "Show More" button in the custom game list has a new style, and the border graphics of the achievement showcase (the one on the achievements summary page, where all 5 are presented at once) look shinier, too.
On September 22 2010 18:07 Red_beard wrote: The infestor nerf, ekhm, "bug fix" is fairly huge balance-wise... I'd say it is the biggest nerf of all the "official" unit nerfs, too. Wouldn't you agree?
I'd say it is the smallest nerf of any of them since most people didn't even know about it and the infestor is usually used to FG and run more than anything. Certainly smaller than the Tank nerf.
Depends on who you are. I used to play an infestor heavy ZvT (infestor/ling into reactionary roach, baneling, and/or mutas). FG helps tremendously vs bioballs, hellions, and air units while burrow NP can take care of a dedicated thor or tank push.
Now it's a pretty worthless strategy as you won't be able to handle a dedicated thor or tank push.
On September 22 2010 23:47 0neder wrote: Nydus worms don't make a global sound? THAT is exactly the buff zergs needed. If they don't explore Nydus more, I have no sympathy for them.
They still make a global sound, read the many posts above you. Geez TL, how many times in this thread do we have to talk about this?
On September 22 2010 17:02 Gulzt wrote: - Did the Drone AI improve?
I made a post in the patch thread also, but I felt like the pathing of worker units in general improved. Either my micro sucks now, or I cannot keep my probe from getting hit by chasing workers now while scouting due to improved AI. Before they used to kind of slide when you turned properly, but now they just hit you, and only drop back a bit afterwards. Can anyone else confirm / refute this?
On September 22 2010 23:14 J7S wrote: Ok, i was thinking about fullscreen windowed mode. Not sure if there is someone who can play in windowed moe not full screen. :D
It take a few minutes to get used to using middle mouse button to scroll but after that it's not that bad really. Without a middle mouse button? That I don't even want to imagine.
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.
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).
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.
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.
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.
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
- 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.
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
- 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.
On September 23 2010 05:09 D-wreck wrote: You can no longer generate creep after the lair is gone, though overlords will keep generating creep if they were doing so already.
It's always been this way, unless you mean moving the overlord instantly halts the creep and doesn't let you resume.
Just me who noticed or doesnt warp gate cooldown stop when there isnt any pylons? IT wasnt like this before... and this is crazy if u play against zergs who snipes ure pylons:S
On September 23 2010 06:14 Dirge wrote: Just me who noticed or doesnt warp gate cooldown stop when there isnt any pylons? IT wasnt like this before... and this is crazy if u play against zergs who snipes ure pylons:S
Sounds like a gameplay fix; if it's unpowered, you shouldn't be getting the benefits.
On September 23 2010 06:14 Dirge wrote: Just me who noticed or doesnt warp gate cooldown stop when there isnt any pylons? IT wasnt like this before... and this is crazy if u play against zergs who snipes ure pylons:S
Sounds like a gameplay fix; if it's unpowered, you shouldn't be getting the benefits.
I had no idea it wasn't like this before, interesting catch if this is an actual change-- makes depowering warpgates more effective.
Yeah, I noticed this when I would start a warp in with warp prisms, but then immediately deactivate the power field and the warping in units would just die/cancel. I think you get the money back.... but that is just a guess. So make sure your units finish warping in before running off with the warp prism!
On September 23 2010 06:55 vega12 wrote: Yeah, I noticed this when I would start a warp in with warp prisms, but then immediately deactivate the power field and the warping in units would just die/cancel. I think you get the money back.... but that is just a guess. So make sure your units finish warping in before running off with the warp prism!
I don't think this is from the patch. If you remove the warp field previously (whether from turning into transport mode or having it be killed), those units would not be made.
On September 23 2010 05:51 SinCitta wrote: Point Defense Drones count as structures now and you can not feedback them.
IF this is true we should check to see if they can be EMP'd by terrans. Because they can emp buildings like Command centers and such.
I know starcraft doesn't use direct comparisons for balance, but doesn't it feel more fair that if ghosts can emp them, that Templars should be able to use feedback on them? Feedback is certainly harder to use than EMP.
On September 23 2010 05:51 SinCitta wrote: Point Defense Drones count as structures now and you can not feedback them.
IF this is true we should check to see if they can be EMP'd by terrans. Because they can emp buildings like Command centers and such.
I know starcraft doesn't use direct comparisons for balance, but doesn't it feel more fair that if ghosts can emp them, that Templars should be able to use feedback on them? Feedback is certainly harder to use than EMP.
Ghosts can EMP structures, feedback can only get units.
The AI isn't just better with proxies by the way. It's just generally a lot smarter now and does a wide range of strategies. Cannon your front and if you have cliffs it might hop in with 15 reapers and target your nexus. Remember how the AI would often glitch if you had cannons on your ramp? They'd take a few hits and run away. Now they seem to know whether or not they can break it and will simply just run up and tank the damage. It's also super aggressive and expands all over the place.
However, the AI is still easily abused by air (notably, void rays). Wait till they push out to your base and start taking out some of their structures and they'll withdraw their army to defend. Rinse and repeat. Currently at an 8 game insane AI win-streak in co-op 3v3 with a friend and random teammates. Other teammate always do nothing all game and we have to do all the work, it's pretty damn intense now and actually kind of addicting.
On September 23 2010 07:35 Virtue wrote: So. Does anyone have any idea of why the 250mm Strike Cannons got that patch?
Does anyone actually even think about using those in game?
So that they can get rid of their energy in TvP. Also, no reason for it to not to, and giving players more choice is always better imho. Maybe you wanna destroy destructible rocks really fast
Feedback severely handicaps Thor's late game. Now, you can use a mixture between researching 250mm cannon and say, clearing 5 Thors of energy by killing off one marine (or any of the statues, rocks, etc on the map). That way, they can't be feedbacked.
Alternatively, if a battle comes before you have the 150 energy to use the ability, you can a) EMP them b) If its only like 50 energy, or 75 energy on the Thor, HOPE they use feedback because that is one less storm your army will be taking in exchange for only a bit of damage on a Thor.
I think Thors will see lategame usage against Protoss. This change wasnt necessary for it, but it will help. You can very easily pick up Thors with medivacs to maintain the same mobility your army had without them.
Don't know if this was mentionned already, but you can't ping map anymore when obsing the game (with alt g or with the icon that is grayed now) Seems only the lobby host can do it.
250mm gun for thor New icon in the techlab for barracks Same goes with the starport ( seeker missile and cloak) New icons when you upgrade you CC, new icon for scan, extra depot When you drop an extra supply there is a different art than the previous one when it's attached.
On September 23 2010 08:45 MrCon wrote: Don't know if this was mentionned already, but you can't ping map anymore when obsing the game (with alt g or with the icon that is grayed now) Seems only the lobby host can do it.
If this is true. This is a welcome change that should have been mentioned. So many annoying observers pinging the map.
On September 23 2010 07:07 mrmac wrote: I just watched a replay and my APM was suddenly lower than it used to be pre patch 1.1.. Is it possible that they fixed the APM misscalculation?
If it were fixed, then your APM would be higher, not lower. I haven't confirmed whether it's fixed or not.
- Nydus worms are noisier while building, but don't make a global sound when emerging.
If true, i don't like it. Nydus are like nukes, you need to hear them because they can totally spin a game. We want a strategy game not a coin flipper right?
Um how would it be a coin flipper? You have pylons/supply depos/overlords all around your base for vision and as long as you keep watching your mini map and stuff you should see something popping up... don't see how not having a global sound makes it a coin flipper
Say we are playing late game 3 bases vs 3 bases. We are both at 100 supply, i position my army to attack near your main on lost temple, and you position to defend. Instead of attacking I nydus near your third expo and send ~6 banelings.
You can't hear it, you didn't spot it since i put it on the side (nydus are not just for attacking main bases), and now all the 24 probes at your third expo are dead. Now i win because you can't replace that amount of workers fast enough. If i stall, i win because time/economy is on my side. If you attack all in we somewhat trade armies and i recuperate faster because of the better economy and I win.
Sure there is a place for surprise attacks in starcraft, things like drops and tech switches etc are efficient but still balanced because you can counter them if your scouting skills are sharp enough. But with things like nukes and nydus that can pop out of thin air anywhere on the map, there needs to be a warning system so you don't get totally blindsided.
On September 23 2010 07:35 Virtue wrote: So. Does anyone have any idea of why the 250mm Strike Cannons got that patch?
Does anyone actually even think about using those in game?
So that they can get rid of their energy in TvP. Also, no reason for it to not to, and giving players more choice is always better imho. Maybe you wanna destroy destructible rocks really fast
Feedback severely handicaps Thor's late game. Now, you can use a mixture between researching 250mm cannon and say, clearing 5 Thors of energy by killing off one marine (or any of the statues, rocks, etc on the map). That way, they can't be feedbacked.
Alternatively, if a battle comes before you have the 150 energy to use the ability, you can a) EMP them b) If its only like 50 energy, or 75 energy on the Thor, HOPE they use feedback because that is one less storm your army will be taking in exchange for only a bit of damage on a Thor.
I think Thors will see lategame usage against Protoss. This change wasnt necessary for it, but it will help. You can very easily pick up Thors with medivacs to maintain the same mobility your army had without them.
It will help so much I think, thors just got feedbacked if I ever tried to use them.
Can you Yamato your own units? I've never really got BC's against Protoss, but I can see the excess energy could be quite a problem against Templar.
On September 23 2010 11:34 HuK wrote: really need to add that worker sliding has been removed almost, like try blocking a zerg xpoing or harass a terran with a probe
Added! I'm not familiar enough with worker micro to know what all that entails, but it's there now!
On September 23 2010 07:35 Virtue wrote: So. Does anyone have any idea of why the 250mm Strike Cannons got that patch?
Does anyone actually even think about using those in game?
So that they can get rid of their energy in TvP. Also, no reason for it to not to, and giving players more choice is always better imho. Maybe you wanna destroy destructible rocks really fast
Feedback severely handicaps Thor's late game. Now, you can use a mixture between researching 250mm cannon and say, clearing 5 Thors of energy by killing off one marine (or any of the statues, rocks, etc on the map). That way, they can't be feedbacked.
Alternatively, if a battle comes before you have the 150 energy to use the ability, you can a) EMP them b) If its only like 50 energy, or 75 energy on the Thor, HOPE they use feedback because that is one less storm your army will be taking in exchange for only a bit of damage on a Thor.
I think Thors will see lategame usage against Protoss. This change wasnt necessary for it, but it will help. You can very easily pick up Thors with medivacs to maintain the same mobility your army had without them.
It will help so much I think, thors just got feedbacked if I ever tried to use them.
Can you Yamato your own units? I've never really got BC's against Protoss, but I can see the excess energy could be quite a problem against Templar.
I'm glad a terran thinks so. I've been disappointed in the lack of Thors I get to fight against
Imho, BCs might just want to actually use yamato. It requires 125 energy, so anywhere up to the 1-75 energy range is probably a safe bet that you'd rather have the BC feedbacked than your whole army stormed (75 damage to one unit compared to 80 AOE), after that it becomes a matter of getting the yamato off before the feedback goes off. It does have the 3 second activaiton, and I wonder if it can be feedbacked during that time.
Not sure if this has been mentioned but the difficulty of the AI for very hard and insane is way harder I think. I used to have a consistent cannon rush and bunker rush that worked every single time and now the AI will find it literally anywhere and instantly rush it completely map hack style. The only way it will work is if you start from below a cliff.
On September 23 2010 13:21 SixtusTheFifth wrote: On Profile Summary: Hover mouse over achievements at the bottom and a popup says there are 3 tiers and you can unlock medals.
I hope thats new because I've never noticed it before.
Yup, I believe it is new as well, I posted it earlier in this thread, but it hasn't been added to the first post yet. Somebody else may have posted before me even, I didn't check all the pages
Didn't see this posted in the OP or on the last couple pages, so I hope this hasn't been covered yet.
Starting a replay by double-clicking the replay file no longer takes you to the login screen before starting the replay. Very nice change for people who don't like blizzard's replay interface.
Yup, I believe it is new as well, I posted it earlier in this thread, but it hasn't been added to the first post yet. Somebody else may have posted before me even, I didn't check all the pages
Ahh, I wondered about that.
Can I suggest the OP have an edit at the end like "Everything up to page X is updated" to narrow down searching?
I'm sorry if this has been mentioned a lot in the previous posts, but WOW this egg overlapping bug is really annoying me. Seriously makes me want to stop playing the game until its fixed....soooo frustrating!!!!!!!!!!!!!
PDD are now considered structures, and cannot be feedbacked.
Hidden protoss nerf, rusrsblizz?
Honestly this patch has been surface nerfs of all 3 races with hidden terran buffs (pdd stronger, rax amcro easier) This is just a majr protoss nerf for HT and zealots
On September 23 2010 14:12 Tempy wrote: PDD are now considered structures, and cannot be feedbacked.
Hidden protoss nerf, rusrsblizz?
Honestly this patch has been surface nerfs of all 3 races with hidden terran buffs (pdd stronger, rax amcro easier) This is just a majr protoss nerf for HT and zealots
Kewl :D Just destroy them with sentries then pewpew ded.
On September 23 2010 14:12 Tempy wrote: PDD are now considered structures, and cannot be feedbacked.
Hidden protoss nerf, rusrsblizz?
Honestly this patch has been surface nerfs of all 3 races with hidden terran buffs (pdd stronger, rax amcro easier) This is just a majr protoss nerf for HT and zealots
Kewl :D Just destroy them with sentries then pewpew ded.
This. Or feedback them before they make it. Good change imho.
I posted earlier that the Vortex graphic was changed.... it kind of is... along with Psi Storm, Seeker Missile Damage and a bunch of other things. They weren't changed much, but the visual graphic on them (at least on Ultra) is much more pronounced. It's a rather small visual tweak, I guess. I play on Windows 7 x64, DX10, all Ultra, might be a Directx10 shader thing, I dunno? Looks great though.
I can't confirm but my friend said the mother ships movement is a little different. If you click beside it, it no longer has to turn but just goes straight there or something.
Well, if HuK also noticed this, then my suspicions are confirmed. Microing workers to stay alive while scouting just increased in difficulty. As Protoss, the shield regeneration really helps, but I can imagine as Terran that keeping a scouting SCV alive would be really difficult. Maybe this will give me the incentive to chase those scouting workers myself now, instead of waiting for my first stalker.
- Worker AI has been changed; worker sliding has been removed.
Does this mean, that workers passing each other with one beeing on attack command, the wont just pass friendly and actually attack each other or waht?
no, workers would slide backwards away from the target when you tried to attack at an angle with them. that doesnt happen anymore, makes it much harder to harass mineral lines or delay expansions.
- Production tab in replays and when observing live games now shows progress bars and mouseover tooltips giving exact completion level. = + Queue tooltips now display information about what is in progress.
no, workers would slide backwards away from the target when you tried to attack at an angle with them. that doesnt happen anymore, makes it much harder to harass mineral lines or delay expansions.
So I'd abble to kick a probe blocking my expansion easier
On September 23 2010 20:42 vega12 wrote: Well, if HuK also noticed this, then my suspicions are confirmed. Microing workers to stay alive while scouting just increased in difficulty. As Protoss, the shield regeneration really helps, but I can imagine as Terran that keeping a scouting SCV alive would be really difficult. Maybe this will give me the incentive to chase those scouting workers myself now, instead of waiting for my first stalker.
Yay. I've always had to resist sending a worker after them. Now I won't have to anymore :D
On September 23 2010 12:44 EliteAzn wrote: Hope they get rid of the burrow cast bugs, never done them, and never will...just don't like taking advantage of bugs...
However...that Ultra thing is AWFUL right now...
It was fixed together with the hack that sllows you to use abilities, which have no buttons, since it works on the same principle. Someone also posted that he tested it and it does not work anymore.
What's your experience regarding balance in the new patch? I don't have the opportunity to play in one week, and haven't played for three, so I'm really wondering how balance is after patch.
I thought they fixed the sliding when a scout probe is in your mineral line, you get to attack surround it, and it still automagically gets out and survive by clicking on a mineral patch.
I believe the meta achievement bug mentioned in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=144180 was fixed also. At least, I got the City Builder achievement today, whereas I got the last of the achievements under the City Builder achievement more than a month ago.
On September 24 2010 06:46 GreatFall wrote: I heard in Arizona, they banned undocumented SC2 changes. Sorry had to say it... on second thought I may be the only one chuckling at that one...
But seriously though, I appreciate the list of changes :D
ill give you some mild props being from Az myself lol..
As for these changes, really digging the new icons. they freaked me out a little bit at first but it suits the game much nicer.
On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
That's actually pretty huge, wow.
That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over.
If a marauder attacks a bunker full of reapers he is safe since the reapers can't shoot back. However a bunker full of marines can shoot back. It seems reapers don't get the +1 range.
On September 24 2010 11:14 SixtusTheFifth wrote: If a marauder attacks a bunker full of reapers he is safe since the reapers can't shoot back. However a bunker full of marines can shoot back. It seems reapers don't get the +1 range.
marine have .5 more range this maybe why reaper have less range in the bunker
On September 24 2010 11:14 SixtusTheFifth wrote: If a marauder attacks a bunker full of reapers he is safe since the reapers can't shoot back. However a bunker full of marines can shoot back. It seems reapers don't get the +1 range.
Lets see:
Reaper: range 4.5 Marine: range 5 marauder: range 6
On September 24 2010 11:14 SixtusTheFifth wrote: If a marauder attacks a bunker full of reapers he is safe since the reapers can't shoot back. However a bunker full of marines can shoot back. It seems reapers don't get the +1 range.
marine have .5 more range this maybe why reaper have less range in the bunker
Yoicks, I never knew that, my apologies - fancy me thinking that a range of 5 might actually mean 5.
On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
That's actually pretty huge, wow.
That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over.
i dont know if posted but you can change single player game speed with + and - like in sc1. i remember this didnt work when i was playing single player right after release.
On September 24 2010 11:14 SixtusTheFifth wrote: If a marauder attacks a bunker full of reapers he is safe since the reapers can't shoot back. However a bunker full of marines can shoot back. It seems reapers don't get the +1 range.
marine have .5 more range this maybe why reaper have less range in the bunker
Yoicks, I never knew that, my apologies - fancy me thinking that a range of 5 might actually mean 5.
It says 4.5 in the tooltip, it's not listed as 5 anywhere. The D-8 has arange of 5, but that's only used against buildings.
I just saw in the OP that I cant feedback PDD anymore wtf. So now there is no option other then to just sit there shooting wasting DPS while my probes get slaughtered by 1 banshee that i cant shoot because they dropped 2 PDD. Guess the best way to counter PDD now is carriers just because they shoot so many attacks.
SCV don't work how they were in BW now. Where they had to seemingly attach themselves to the unit then the fusion cutter would go on. Now they are more like drones/probes where they have to just touch the unit and the attack animaton will go off regardless if the SCV was still in the range. Which btw, The scv/drone sc2 attack animation is so fucking hard to see in this game. Drones used to have green spit and scv had that blue lazer which was really clear. If you don't have sound on, you can't even tell if the unit attacked.
Anyone with us battle net access can make a post and ask there about PDD if it's intended?I'm on eu but it seems they always answer slowly to this kind of things.
It's a pretty huge hidden change anyway because already PDD pushes were hard, now they're a nightmare...Only thing I've found is that sentries kinda save the day if they can bring pdd down fast enough.
Yeah, considering that the Turret is considered a structure I agree that this is a bug fix more than anything else. If it was intended as a balance change I am sure it would have been listed.
i dont know guys if you tryied but i cant anymore 2 pylon block the bottom of the ramp, ima check on each map, when the multiplayer will be back, but i tried on BS north position but my probe was still able to pass between both. This is a pretty big deal
even in a tourney when i saw kiwi trying to block the ramp he didnt succed
On September 26 2010 04:21 KhAlleB wrote: i dont know guys if you tryied but i cant anymore 2 pylon block the bottom of the ramp, ima check on each map, when the multiplayer will be back, but i tried on BS north position but my probe was still able to pass between both. This is a pretty big deal
even in a tourney when i saw kiwi trying to block the ramp he didnt succed
They ninja patched the pathing around pylons? That'd be HUGE if it's true
On September 26 2010 04:21 KhAlleB wrote: i dont know guys if you tryied but i cant anymore 2 pylon block the bottom of the ramp, ima check on each map, when the multiplayer will be back, but i tried on BS north position but my probe was still able to pass between both. This is a pretty big deal
even in a tourney when i saw kiwi trying to block the ramp he didnt succed
Its still possible to block the ramp with 2 pylons, you just have to get the positioning right.
On September 26 2010 04:21 KhAlleB wrote: i dont know guys if you tryied but i cant anymore 2 pylon block the bottom of the ramp, ima check on each map, when the multiplayer will be back, but i tried on BS north position but my probe was still able to pass between both. This is a pretty big deal
even in a tourney when i saw kiwi trying to block the ramp he didnt succed
Its still possible to block the ramp with 2 pylons, you just have to get the positioning right.
Damn, I was kind of hoping I wouldn't have to put up with that blocked-ramp crap anymore
Blizz is fail at balancing, ultra bug means they haven't even tested out before uploading the balance patch. I read Idra's opinion on 1.1 and I agree that this patch came so late, it fixes beta and doesn't really fix any ongoing issues post beta.
Zerg still looks a bit UP, terran still a bit OP, especially that we can't feedback PDDs.
Of course terrans will say "just feedback the raven" yes easier said then done, most terrans I face are smart enough to scan a zone prior to moving in, so you scan see his army, set up PDD done. Anyway HTs move slowly thus making it harder in trying to feedback raven. Now if the terran isn't bad, he still got his MM stimmed to take down the hts or ghost with emp AOE range + cloak to screw up hts before we got the chance to use them. I feel like nothing is viable except to make hts hallu for him to waste emps. Plus hallus are easily spot by ravens so no emp if he isn't dumb. However if he does bad emps, it'll still means less or no ff during fights. Making PDD feedbackable made sense, now it just spells more ridiculous terran imbaness.
How am I suppose to move in to defend my expansion or attack his expo when he has tanks in the back mmm in front and a pdd to make sure nothing gets hurt while his tanks do the work.
The only solution is retreat. Yes blizz very smart, we have to keep retreating to a race (terran) that has the best turlting capabilities. At least you nerfed BCs a bit, otherwise you can give yourself an award for insuring that terran is IMBA. Any smart terran will just get ravens, set up bunkers, get his mmm, couple of tanks and sit till they get BCs.
Note that most of my games end before the 20 min mark so it doesn't get to be like that but still what's the point of removing PDD feedback when terrans are already IMBA, need proof? check % terran tournament won, ESL,MLG,GSL % terran going through in rounds. top 200 ladder.
I dunno but it just feels like blizzard prefer to rack up $$ by making their new amateur players feel comfortable playing the ladder (they play terran coz campaign is terran) than really aiming to balance game for higher competitive play.
I'm talking none sense? I guess so but so is Cool ( a fruit dealter) pro zerg now thinking of switching race because zerg still UP
Why the heck did Blizz make PDD un-feedbackable -.-;
It's hard enough deal with PDD seeing how you can't always just move away from the PDD'd area. Not to mention that ravens are (usually) well protected so it's hard to feedback them without exposing your HTs to unnecessary danger and that HTs are slow as hell.
On September 26 2010 08:38 Ryuu314 wrote: Why the heck did Blizz make PDD un-feedbackable -.-;
It's hard enough deal with PDD seeing how you can't always just move away from the PDD'd area. Not to mention that ravens are (usually) well protected so it's hard to feedback them without exposing your HTs to unnecessary danger and that HTs are slow as hell.
Consider it a bugfix. I doubt they're intentionally trying to buff Terran-- but that was just probably never intended.
On September 26 2010 08:38 Ryuu314 wrote: Why the heck did Blizz make PDD un-feedbackable -.-;
It's hard enough deal with PDD seeing how you can't always just move away from the PDD'd area. Not to mention that ravens are (usually) well protected so it's hard to feedback them without exposing your HTs to unnecessary danger and that HTs are slow as hell.
Consider it a bugfix. I doubt they're intentionally trying to buff Terran-- but that was just probably never intended.
If you can feedback thors and BCs, I dont see how a PDD is any different.
On September 26 2010 08:38 Ryuu314 wrote: Why the heck did Blizz make PDD un-feedbackable -.-;
It's hard enough deal with PDD seeing how you can't always just move away from the PDD'd area. Not to mention that ravens are (usually) well protected so it's hard to feedback them without exposing your HTs to unnecessary danger and that HTs are slow as hell.
Consider it a bugfix. I doubt they're intentionally trying to buff Terran-- but that was just probably never intended.
If you can feedback thors and BCs, I dont see how a PDD is any different.
I don't see how Feedbacking any structure is any different.
But intended or not, it still sucks that it's gone. Actually, I never even knew I could do that...Dang...
On September 26 2010 08:38 Ryuu314 wrote: Why the heck did Blizz make PDD un-feedbackable -.-;
It's hard enough deal with PDD seeing how you can't always just move away from the PDD'd area. Not to mention that ravens are (usually) well protected so it's hard to feedback them without exposing your HTs to unnecessary danger and that HTs are slow as hell.
Consider it a bugfix. I doubt they're intentionally trying to buff Terran-- but that was just probably never intended.
If you can feedback thors and BCs, I dont see how a PDD is any different.
If we're going to be technical the reason is: pdd is considered building like auto-turret(atleast by armor upgrade), so mechanically it'd make sure it wasn't feedback-able, but from balance POV, it was an unnecessary change atm.
Edit: It's a bit of crap situation imo. Should they delay bug fixes for balance/balance around bugs or fix them and possibly make a MU more uneven(not that I feel TvP MU is uneven) :/
On September 26 2010 09:55 Shikyo wrote: It seems like when you try to spawn more larvae after a hatchery has about 20 larvae, the new larvae just die immediately?
"Space"-button (last event) now shows description of the event (eg: "Upgrade complete") on top of the location, and not just the location. You can cycle back through previous events hitting space. (maybe it was exactly like that before, but seems improved)
Fungal growth and psi storm are aoe, therefore they should deal damage to buildings. :x
Btw, the spells are called 'Build Point Defense Drone' and 'Build Auto-Turret' and both thingys possess the structure characteristic. You are talking about the animation, which is just there, because it has to be there.
On September 27 2010 05:54 Perscienter wrote: Fungal growth and psi storm are aoe, therefore they should deal damage to buildings. :x
Btw, the spells are called 'Build Point Defense Drone' and 'Build Auto-Turret' and both thingys possess the structure characteristic. You are talking about the animation, which is just there, because it has to be there.
Gameplay is the only real consideriation for these descisions, not lore or logic.
The only consderiation should be - does it work for the game that PDD can be feedbacked by templar
I'm a z main, can't really say. But arguing about 'building or aoe or whatever' is just petty.
it seems that psistorm already is a strong counter to pdd, so it seems that the strongest benifit might be to stalker heavy builds that include 2-3 temp to counter the PDD.
did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc.
i got the feeling autotargeting AI has slightly changed, lings seem to attack workers more likely, even when under fire. I am not sure with that .. seems if they cant reach the attacking target (cause blocked by other lings) they prefer probes or buildings now .. i remind of games were 20+ speedlings tried to attack a blocked cannon ignoring probes to left and right .. anybody had the same oservation (maybe its just i automatically hit the "stop" key multiple times when doing eco harrass ..)
On October 01 2010 00:31 instance wrote: did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc.
You didnt lose/rebuild a hatchery?
Also, the op says there are no rocks on desert oasis while there are..
On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
That's actually pretty huge, wow.
That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over.
Its a huge change to people trying to grab all the achievements. Glad I got my Rory icon
On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
That's actually pretty huge, wow.
That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over.
Its a huge change to people trying to grab all the achievements. Glad I got my Rory icon
If you want to cheat there are easier ways than this anyway.
"Worker AI has been changed; worker sliding has been removed."
Does this mean that drones will be able to attack a blocking probe/scv that is moving around constantly without the drones sliding around like crazy and almost dealing no damege?
So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map!
On October 15 2010 11:03 theshin2007 wrote: So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map!
i believe there was another undocumented changes thread for patch 1.1.2 this is for patch 1.1
On October 15 2010 11:03 theshin2007 wrote: So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map!
i believe there was another undocumented changes thread for patch 1.1.2 this is for patch 1.1
A mod decided it made more sense to close that thread and use this thread.
From that thread: Void Ray acceleration seemed different. Mothership cloaking radius seemed larger. Some are saying 250mm cannon is different in some way? No one's been specific (beyond obvious patch notes).
i noticed the thing about the terran buildings getting completed before animation finishes when i was playing last night. i really like it like that i hope they don't change it back.
On October 15 2010 11:47 SilentCrono wrote: i noticed the thing about the terran buildings getting completed before animation finishes when i was playing last night. i really like it like that i hope they don't change it back.
On October 01 2010 00:31 instance wrote: did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc.
this happens to me aswell.. i thought it ws my mouse or something lol.. thankfully its not
I think that the custom games section got fixed. We had many games on "fast" in the top list beforre the patch. No the default settings seem to be "faster" again so that you can find games on faster more easily.
On October 01 2010 00:31 instance wrote: did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc.
this happens to me aswell.. i thought it ws my mouse or something lol.. thankfully its not
Woah, that's a pretty major bug is it not? This could have nasty consequences at MLG if it isn't hotfixed fast.