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Undocumented Changes?

Forum Index > SC2 General
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FSP.Siggy
Profile Joined March 2010
Canada138 Posts
Last Edited: 2010-09-24 23:50:08
September 21 2010 21:21 GMT
#1
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 +
[image loading]
- 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 +
[image loading]
[image loading]
- 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 +
[image loading]
- 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 +
[image loading]
- 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)
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-09-21 21:22:42
September 21 2010 21:22 GMT
#2
I don't think this was documented.

Most of the non-colored upgrades/ability buttons became colored or got remade, such as stim-pack
Essentia
Profile Joined July 2010
1150 Posts
September 21 2010 21:23 GMT
#3
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


Psi Storm icon change looks goooooooood
adi1133
Profile Joined June 2010
Romania109 Posts
September 21 2010 21:25 GMT
#4
no way ... i did some feedback on this ... impossible
PS im talking about progress bars in the production tab in replays
Old School > New School
PhuxPro
Profile Blog Joined May 2010
United States294 Posts
September 21 2010 21:26 GMT
#5
I love the Overlord's spread creep icon now. It just looks so.... chromatic!
Money was meant solely to be spent.
ven
Profile Blog Joined December 2008
Germany332 Posts
September 21 2010 21:29 GMT
#6
missile turret has always been 7
You can reach the rainbow. I'll be there to help.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 21 2010 21:30 GMT
#7
On September 22 2010 06:29 ven wrote:
missile turret has always been 7


Already fixed the note!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Kcat
Profile Joined April 2010
United States9 Posts
September 21 2010 21:33 GMT
#8
Chrono Boost, Hallucination, Guardian Shield, and Force Field have different icons.
vectorix108
Profile Blog Joined July 2010
United States4633 Posts
September 21 2010 21:35 GMT
#9
ooo interesting. i wonder if there's more undocumented changes
Aka XephyR/Shaneyesss
QueueQueue
Profile Joined July 2009
Canada1000 Posts
September 21 2010 21:35 GMT
#10
I love the new icons. Look so clean.
MattDamon
Profile Joined May 2010
United States59 Posts
September 21 2010 21:35 GMT
#11
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
http://beta-us.battle.net/sc2/en/profile/62116/1/
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 21 2010 21:36 GMT
#12
I can finally tell when I can chronoboost!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-09-21 21:37:31
September 21 2010 21:36 GMT
#13
yep those new icon are epic :D

Edit:

On September 22 2010 06:36 Archerofaiur wrote:
I can finally tell when I can chronoboost!


what you mean ?
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Bxk
Profile Joined September 2010
United States53 Posts
September 21 2010 21:37 GMT
#14
Vortex has a different graphic in game I think (not the icon, the actual ability)
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 21 2010 21:38 GMT
#15
Screenshots of new icons for EU players, please!
channery
Profile Joined April 2010
United States15 Posts
Last Edited: 2010-09-21 21:42:04
September 21 2010 21:40 GMT
#16
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.
Hello.
0neder
Profile Joined July 2009
United States3733 Posts
September 21 2010 21:41 GMT
#17
So they are colored when active and grayscale when inactive?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 21 2010 21:41 GMT
#18
wow they buff terran even more :O
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Devlin
Profile Joined August 2010
Sweden91 Posts
September 21 2010 21:45 GMT
#19
Larva now spreads out evenly around the Hatchery, instead of forming a pile like before.
"if someone puts a ling under a lifted cc the terran can no longer land and loses"
Vz0
Profile Joined August 2010
Canada378 Posts
September 21 2010 21:47 GMT
#20
On September 22 2010 06:36 KhAlleB wrote:
yep those new icon are epic :D

Edit:

Show nested quote +
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.... -.-
Bloodyrock
Profile Joined March 2010
Ireland150 Posts
Last Edited: 2010-09-21 21:51:01
September 21 2010 21:50 GMT
#21
[image loading]
READYALREADY
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-09-21 21:52:37
September 21 2010 21:51 GMT
#22
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 ...

[image loading]'

nvm didn't see "during ladder matches"
G4MR | I mod day9, djwheat and GLHF's stream
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-09-21 21:54:55
September 21 2010 21:53 GMT
#23
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.
Too Busy to Troll!
Bloodyrock
Profile Joined March 2010
Ireland150 Posts
September 21 2010 21:53 GMT
#24
[image loading]
READYALREADY
atrocity3010
Profile Blog Joined August 2010
70 Posts
September 21 2010 21:53 GMT
#25
They've changed the AI to be much more aggressive against cheese such as cannon rush and the like.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 21 2010 21:54 GMT
#26
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]

Wow that looks awesome
Tennet
Profile Joined January 2010
United States1458 Posts
Last Edited: 2010-09-21 21:58:12
September 21 2010 21:55 GMT
#27
extra supplies, scan, cloak, 250mm, combat shield, concussive shells, stim, seeker missle, blink, charge, NP, burrow for crawlers, fungal growth, EMP, Snipe, Nuke, Yomato, Heal, graviton beam, passive ability icons for reaper colossus immortal voidrays? DTs observer mothership ultra roach broodlord, transfusion, generate creep, corruption, contaminate, vortex and mass recall all have a shiny new icon.

Now back to doing homework.
EDIT: pretty sure banelings got new icons but i just closed SC
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
September 21 2010 21:56 GMT
#28
why do they always not list some patch changes?
savior did nothing wrong
DTown
Profile Blog Joined April 2010
United States428 Posts
September 21 2010 21:56 GMT
#29
Please note by creating this thread, you are obligated to regularly update the OP with additions from the community. = D
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 21 2010 21:57 GMT
#30
Thats why I love Blizzard.
Ninja Changes are just cool

Those new Icons are great
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 21 2010 21:58 GMT
#31
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!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Sisko
Profile Joined May 2010
United States121 Posts
September 21 2010 21:59 GMT
#32
Server just came up 7% still works.

new fonts everywhere

burrow casting is gone, both for fungal and NP

roach icons are still backwards.

Thors can do the castable cannon attack on friendly units.

Game clock is using normal seconds, so it counts faster than real time.

camera buttons are now f5-f8

new icons:

contaminate, brood lord passive, Roach passive health regeneration, corruption, generate creep and stop generating creep, transfusion, fungal growth, neural parasite, uproot and root, both baneling attacks, ultralisk passive.

edit: almost everything on every race has new icons
klauz619
Profile Joined July 2010
453 Posts
September 21 2010 21:59 GMT
#33
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]



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.
Nomak
Profile Joined March 2010
United States32 Posts
September 21 2010 21:59 GMT
#34
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.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 21 2010 21:59 GMT
#35
vortex don't have a new graphic only his icon same as the mass recal icon
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Sisko
Profile Joined May 2010
United States121 Posts
Last Edited: 2010-09-21 22:01:33
September 21 2010 22:00 GMT
#36
[image loading]
Ultralisks now shit all over PF like bruce lee.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
September 21 2010 22:00 GMT
#37
On September 22 2010 06:54 TheFinalWord wrote:
Show nested quote +
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]

Wow that looks awesome

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!
I always try to shield slam face, just to make sure it doesnt work
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-09-21 22:01:17
September 21 2010 22:00 GMT
#38
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]

wow, they look great!

edit: i like the chance of the camera hotkeys. f5-f8 is a good choice imho.
"What am I supposed to do against this?" - "Lose!" :-]
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-09-21 22:05:24
September 21 2010 22:02 GMT
#39
lovin the sexy new icons :D
On September 22 2010 06:41 KhAlleB wrote:
wow they buff terran even more :O

You cant be serious...
Absence of evidence is not evidence of absence.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
Last Edited: 2010-09-21 22:04:15
September 21 2010 22:03 GMT
#40
+ Show Spoiler +
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.

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.
klauz619
Profile Joined July 2010
453 Posts
September 21 2010 22:05 GMT
#41
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.



The splash to SCV's is only 30% of 15 right?

or does the PF being armored means it actually splashes 30% of 15+20 instead.
EnderCN
Profile Joined May 2010
United States499 Posts
September 21 2010 22:05 GMT
#42
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.



If this is true that is just huge
Sisko
Profile Joined May 2010
United States121 Posts
September 21 2010 22:06 GMT
#43
On September 22 2010 07:05 klauz619 wrote:
Show nested quote +
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.



The splash to SCV's is only 30% of 15 right?

or does the PF being armored means it actually splashes 30% of 15+20 instead.


Less talking more chopping.
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 21 2010 22:06 GMT
#44
On September 22 2010 07:03 TheFinalWord wrote:
+ Show Spoiler +
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.

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.

You're thinking of tanks.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 21 2010 22:06 GMT
#45
On September 22 2010 06:59 Sisko wrote:
burrow casting is gone, both for fungal and NP


Can you still cast Infested Terran underground? If so than nothing changed (you could never cast fungal or NP underground).



roach icons are still backwards.



ROLF
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 21 2010 22:06 GMT
#46
is there any way to change back to the old icons? They were so much easier to look at -_-
Sup
Ancient.eu
Profile Joined July 2010
Romania621 Posts
September 21 2010 22:08 GMT
#47
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.

Hope that's true. Invincible PF are bs.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 21 2010 22:08 GMT
#48
ya i first noticed the creep icon.... then stim.... then my friend said Chrono


so apparently it's a lot of icons which is cool... (oh, and roach regen is diff)
I'm like badass squared | KeitZer.489
Toadily
Profile Blog Joined April 2010
United States837 Posts
Last Edited: 2010-09-21 22:09:29
September 21 2010 22:08 GMT
#49
On September 22 2010 07:00 Sisko wrote:
+ Show Spoiler +
[image loading]

Ultralisks now shit all over PF like bruce lee.


Haha, guess bliz changed ultra splash so it's not centered in the middle of PF, that looks amazing

edit: people should spoiler pictures in quotes at least >_>
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 21 2010 22:09 GMT
#50
and is another unnoticed change massive lag on the server now?
Sup
Al Bundy
Profile Joined April 2010
7257 Posts
September 21 2010 22:09 GMT
#51
Does the burrow upgrade have a new icon?
o choro é livre
Ancient.eu
Profile Joined July 2010
Romania621 Posts
September 21 2010 22:10 GMT
#52
I don't know understand they did not include some of these changes in the patch notes...
jpaugh78
Profile Joined May 2010
United States179 Posts
September 21 2010 22:11 GMT
#53
On September 22 2010 06:51 Merikh wrote:
Show nested quote +
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 ...

[image loading]'

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?
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 21 2010 22:11 GMT
#54
On September 22 2010 06:59 Sisko wrote:
roach icons are still backwards.


ROFL ... or are they?
BUM BUM BUMMMMMMM!!!!
I'm like badass squared | KeitZer.489
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-09-21 22:12:10
September 21 2010 22:11 GMT
#55
+ Show Spoiler +
On September 22 2010 07:11 jpaugh78 wrote:
Show nested quote +
On September 22 2010 06:51 Merikh wrote:
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 ...

[image loading]'

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 >_>

Sisko
Profile Joined May 2010
United States121 Posts
September 21 2010 22:11 GMT
#56
On September 22 2010 07:06 Archerofaiur wrote:
Show nested quote +
On September 22 2010 06:59 Sisko wrote:
burrow casting is gone, both for fungal and NP


Can you still cast Infested Terran underground? If so than nothing changed (you could never cast fungal or NP underground).


Show nested quote +

roach icons are still backwards.



ROLF


You can only cast IT underground, you can no longer cast NP or FG using queued commands.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
September 21 2010 22:12 GMT
#57
On September 22 2010 07:00 Black Gun wrote:
Show nested quote +
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]

wow, they look great!

edit: i like the chance of the camera hotkeys. f5-f8 is a good choice imho.


I would still prefer f1-4, but f5-8 is better than having none (or just one).
_Darwin_
Profile Joined August 2010
United States2374 Posts
September 21 2010 22:12 GMT
#58
On September 22 2010 07:06 Archerofaiur wrote:
Show nested quote +
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.
I cant stop lactating
lololol
Profile Joined February 2006
5198 Posts
September 21 2010 22:12 GMT
#59
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.
I'll call Nada.
Sisko
Profile Joined May 2010
United States121 Posts
September 21 2010 22:13 GMT
#60
On September 22 2010 07:11 Keitzer wrote:
Show nested quote +
On September 22 2010 06:59 Sisko wrote:
roach icons are still backwards.


ROFL ... or are they?
BUM BUM BUMMMMMMM!!!!


The picture of the Roach leg with motion blur on it: not roach speed. Explain that to me in any meaningful way.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
September 21 2010 22:15 GMT
#61
the cade portrait is missing. where did he go, and why? the teamliquid investigative squad is looking into this.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 21 2010 22:16 GMT
#62
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
Half
Profile Joined March 2010
United States2554 Posts
September 21 2010 22:16 GMT
#63
On September 22 2010 07:12 _Darwin_ wrote:
Show nested quote +
On September 22 2010 07:06 Archerofaiur wrote:
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.
Too Busy to Troll!
zak
Profile Joined April 2010
Korea (South)1009 Posts
September 21 2010 22:17 GMT
#64
I can confirm that the larvae is very beautifully spread around the hatchery. It makes a smiley face.
You know how to gain a victory, but not use it - maharbal
Grend
Profile Blog Joined April 2010
1600 Posts
September 21 2010 22:18 GMT
#65
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.
♞ Against the Wind - Bob Seger ♞
Al Bundy
Profile Joined April 2010
7257 Posts
September 21 2010 22:18 GMT
#66
This thread definitely needs more screenshots imho
o choro é livre
Sisko
Profile Joined May 2010
United States121 Posts
September 21 2010 22:19 GMT
#67
On September 22 2010 07:16 Half wrote:
Show nested quote +
On September 22 2010 07:12 _Darwin_ wrote:
On September 22 2010 07:06 Archerofaiur wrote:
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.


I used to use the bug that allowed you to do it, and its impossible now.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 21 2010 22:19 GMT
#68
On September 22 2010 07:18 AlBundy wrote:
This thread definitely needs more screenshots imho


I'll toss images into the OP when I'm not updating from my phone!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Ryzu
Profile Joined September 2010
United States369 Posts
September 21 2010 22:19 GMT
#69
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.

Has it always been this way?
EdiEdi
Profile Joined August 2010
Italy1 Post
Last Edited: 2010-09-21 22:21:09
September 21 2010 22:20 GMT
#70
On September 22 2010 07:16 Half wrote:
Show nested quote +
On September 22 2010 07:12 _Darwin_ wrote:
On September 22 2010 07:06 Archerofaiur wrote:
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
killa_robot
Profile Joined May 2010
Canada1884 Posts
September 21 2010 22:20 GMT
#71
Game lobbies still show 5v3 teams when its 4v4 (if the mode is set to custom).

Something Blizzard said they fixed.....
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
September 21 2010 22:21 GMT
#72
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?
Mereel
Profile Joined February 2010
Germany895 Posts
September 21 2010 22:22 GMT
#73
can someone make a screenshot from new storm pls
TPW Mapmaking Team
CheezDip
Profile Joined June 2010
126 Posts
Last Edited: 2010-09-21 22:24:22
September 21 2010 22:22 GMT
#74
On September 22 2010 07:00 Sisko wrote:
[image loading]
Ultralisks now shit all over PF like bruce lee.


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.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
September 21 2010 22:23 GMT
#75
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.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 21 2010 22:24 GMT
#76
The Ultra thing looks like a side effect of removing building hump attack.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Kavu
Profile Joined July 2010
Colombia2 Posts
September 21 2010 22:24 GMT
#77
- Terran buildings count as complete before their animation finishes, as opposed to after it

Yup. Ive played some games as terran and this is true
Only the birds have their wings
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-09-21 22:27:43
September 21 2010 22:27 GMT
#78
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.
I'll call Nada.
Al Bundy
Profile Joined April 2010
7257 Posts
September 21 2010 22:27 GMT
#79
On September 22 2010 07:19 FSP.Siggy wrote:

I'll toss images into the OP when I'm not updating from my phone!


Thank you very much.
o choro é livre
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 21 2010 22:28 GMT
#80
On September 22 2010 07:27 lololol wrote:
Show nested quote +
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Dental Floss
Profile Joined September 2009
United States1015 Posts
September 21 2010 22:28 GMT
#81
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?
Kim Tae Gyun.... never forget Perfectman RIP
lololol
Profile Joined February 2006
5198 Posts
September 21 2010 22:29 GMT
#82
On September 22 2010 07:28 KhAlleB wrote:
Show nested quote +
On September 22 2010 07:27 lololol wrote:
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.
I'll call Nada.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 22:30 GMT
#83
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.
obsid
Profile Joined November 2008
United States389 Posts
September 21 2010 22:31 GMT
#84
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.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
September 21 2010 22:32 GMT
#85
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.


Nah, I've still got em'. =D
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 22:34 GMT
#86
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?
torq
Profile Joined September 2010
United States44 Posts
September 21 2010 22:35 GMT
#87
[image loading]
new roach passive icon
obsid
Profile Joined November 2008
United States389 Posts
September 21 2010 22:35 GMT
#88
Can someone please test the radius of damage for an ultra on a thor surrowed by marines compared to just attacking a marine with marines around it?
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
September 21 2010 22:35 GMT
#89
On September 22 2010 06:21 FSP.Siggy wrote:

- Ctrl+F5-F8 now works to assign location to hotkeys



finally!!

although i would really love to have f2-f5 back...
PulseSUI
Profile Joined August 2010
Switzerland305 Posts
September 21 2010 22:36 GMT
#90
did i understand that right that a Ultralisk that attacks a Nexus/Hatch/CC will now wipe out the mineral line in a little over 6 seconds?

because: radius of building + 2 = Splash radius sounds like that..
klauz619
Profile Joined July 2010
453 Posts
September 21 2010 22:36 GMT
#91
On September 22 2010 07:06 avilo wrote:
is there any way to change back to the old icons? They were so much easier to look at -_-



You can't be serious, the old green wireframe is just a relic of the past.

The new icons look awesome, it was ridiculous WC3 and WoW had thousands of beautiful icons and we had stupid wireframes.
torq
Profile Joined September 2010
United States44 Posts
September 21 2010 22:36 GMT
#92
[image loading]
neural parasite!
lololol
Profile Joined February 2006
5198 Posts
September 21 2010 22:37 GMT
#93
On September 22 2010 07:34 BladeRunner wrote:
Show nested quote +
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.
I'll call Nada.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
Last Edited: 2010-09-21 22:42:09
September 21 2010 22:40 GMT
#94
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.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
Last Edited: 2010-09-21 22:41:33
September 21 2010 22:41 GMT
#95
On September 22 2010 06:21 FSP.Siggy wrote:

- Ctrl+F5-F8 now works to assign location to hotkeys

Why did they put the keys so much on the right ? Why not start with F2 or even F1 and put the idle workers somewhere else ?

CTRL + F8 is in the area of professional hand gymnastics.
Thunderfist
Profile Blog Joined August 2010
Poland159 Posts
September 21 2010 22:42 GMT
#96
Anyone can upload those new Toss icons ?
...has arrived.
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 22:42 GMT
#97
I don't normally use Nydus much, but perhaps someone can confirm if this is true...

Nydus no longer appears to make a noise when erupting GLOBALLY. To hear the noise you have to be viewing an area near the Nydus.

Also, Nydus seems to make more noise (rocks, burrowing) while building.

Like I said, these might NOT be accurate, but they definitely seemed the case for me as Zerg playing in a custom melee map just not.
Behavior is a function of its consequences.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-21 22:46:05
September 21 2010 22:43 GMT
#98
On September 22 2010 07:11 Sisko wrote:
Show nested quote +
On September 22 2010 07:06 Archerofaiur wrote:
On September 22 2010 06:59 Sisko wrote:
burrow casting is gone, both for fungal and NP


Can you still cast Infested Terran underground? If so than nothing changed (you could never cast fungal or NP underground).



roach icons are still backwards.



ROLF


You can only cast IT underground, you can no longer cast NP or FG using queued commands.



Oh yah forgot about bug.


Just incase the cade thing wasnt a joke. My cade portait is there. I even activated it to test. Works.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
Last Edited: 2010-09-21 22:44:26
September 21 2010 22:43 GMT
#99
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
What the Fu- REAPERS?!
Kinky
Profile Blog Joined September 2008
United States4126 Posts
September 21 2010 22:45 GMT
#100
Everything is so colorful now!

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.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 21 2010 22:45 GMT
#101
So ultras just became gigantically monstrous? Sweet.

Love those icons!
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 22:47 GMT
#102
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.
Behavior is a function of its consequences.
Guiltfeeder
Profile Joined August 2010
United States9 Posts
Last Edited: 2010-09-21 22:56:10
September 21 2010 22:48 GMT
#103
Has no one mentioned the jumbled up build order screen?

[image loading]

Uploaded with ImageShack.us
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 22:50 GMT
#104
Those are some fast HTs!
Behavior is a function of its consequences.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
September 21 2010 22:50 GMT
#105
Weapon Refit Protoss!!!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Guiltfeeder
Profile Joined August 2010
United States9 Posts
Last Edited: 2010-09-21 22:52:35
September 21 2010 22:51 GMT
#106
On September 22 2010 07:50 SpaceYeti wrote:
Those are some fast HTs!



I know right!? Wish I'd taken the cap with it scrolled up so you get see my Observer as my first unit produced. haha. Also that "weapon refit" is op
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-09-21 22:53:37
September 21 2010 22:51 GMT
#107
hell yes carrier have yamato canon finaly as i was hoping for
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
corpsepose
Profile Blog Joined August 2010
1678 Posts
September 21 2010 22:52 GMT
#108
On September 22 2010 07:48 Guiltfeeder wrote:
Has no one mentioned the jumbled up build order screen?

[image loading]

Uploaded with ImageShack.us


i want to play this game, where can i buy it
http://www.twitch.tv/corpsep0se
Toadily
Profile Blog Joined April 2010
United States837 Posts
September 21 2010 22:54 GMT
#109
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?

+ Show Spoiler +
[image loading]

Uploaded with ImageShack.us


direct link when you're putting up an image please >_>

aka

+ Show Spoiler +
[image loading]

Shifft
Profile Blog Joined April 2010
Canada1085 Posts
September 21 2010 22:54 GMT
#110
THIS IS A FUCKING TRAVESTY

You can't lift neutral animals anymore with phoenixes. I demand a refund.
=O
Brutallus
Profile Joined May 2010
United States6 Posts
September 21 2010 22:56 GMT
#111
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

http://www.youtube.com/watch?v=6_ApCtDpvg0
phfantunes
Profile Joined April 2010
Brazil170 Posts
September 21 2010 22:58 GMT
#112
They fixed the number of achievement points of the single player campaing, from 1600 to 1590.
SpaceYeti
Profile Joined June 2010
United States723 Posts
Last Edited: 2010-09-21 23:00:18
September 21 2010 23:00 GMT
#113
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
Zomg. this video is even more ridiculous than the other one. Definitely not intended. Will be patched.

lol. epic win blizzard.
Behavior is a function of its consequences.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 21 2010 23:01 GMT
#114
On September 22 2010 07:58 phfantunes wrote:
They fixed the number of achievement points of the single player campaing, from 1600 to 1590.

My OCD approves of this.
1nfamous
Profile Joined October 2009
107 Posts
September 21 2010 23:01 GMT
#115
On September 22 2010 08:00 SpaceYeti wrote:
Show nested quote +
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
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
Kishkumen
Profile Blog Joined July 2010
United States650 Posts
September 21 2010 23:01 GMT
#116
On September 22 2010 08:00 SpaceYeti wrote:
Show nested quote +
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
Zomg. this video is even more ridiculous than the other one. Definitely not intended. Will be patched.

lol. epic win blizzard.


99% sure blizzard knew exactly what they were doing when they changed this. Especially if they read forums at all.
Weird, last time I checked the UN said you need to have at least 200 APM and be rainbow league to be called human. —Liquid`TLO
PTZ.
Profile Joined September 2010
72 Posts
September 21 2010 23:02 GMT
#117
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.
shindigs
Profile Blog Joined May 2009
United States4795 Posts
September 21 2010 23:03 GMT
#118
In my completely zerg biased opinion, the ultra damage should stay because PF's are effing ridiculous.
Photographer@shindags || twitch.tv/shindigs
Chriamon
Profile Joined April 2010
United States886 Posts
September 21 2010 23:03 GMT
#119
On September 22 2010 08:01 1nfamous wrote:
Show nested quote +
On September 22 2010 08:00 SpaceYeti wrote:
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
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.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
September 21 2010 23:05 GMT
#120
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.
I always try to shield slam face, just to make sure it doesnt work
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 21 2010 23:06 GMT
#121
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?
Kibibit
Profile Blog Joined July 2009
United States1551 Posts
September 21 2010 23:06 GMT
#122
On September 22 2010 07:23 Ancient.eu wrote:
Show nested quote +
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.

Fuck, I'm a black Zerg. T____T
R.I.P. 우정호 || Do probes dream of psionic sheep?
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 23:06 GMT
#123
On September 22 2010 08:03 Chriamon wrote:
Show nested quote +
On September 22 2010 08:01 1nfamous wrote:
On September 22 2010 08:00 SpaceYeti wrote:
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
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
Fredz
Profile Joined March 2010
Canada36 Posts
September 21 2010 23:06 GMT
#124
On September 22 2010 07:23 Ancient.eu wrote:
Show nested quote +
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.


Win. but imho zergs supremacy is just starting.
-HellZerg-
Profile Blog Joined July 2009
United States409 Posts
September 21 2010 23:06 GMT
#125
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.
We are what we repeatedly do; excellence, then, is not an act, but a habit. - Aristotle
sooch
Profile Joined April 2010
Canada299 Posts
September 21 2010 23:08 GMT
#126
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

SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 23:08 GMT
#127
On September 22 2010 08:01 1nfamous wrote:
Show nested quote +
On September 22 2010 08:00 SpaceYeti wrote:
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

+ Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0
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

Given their recent track record....yes. Definitely. Without a doubt.

It's like saying they indended DKs to be absurdly OP in WoW arena for the first full season after the release of WotLK.

I don't have a lot of faith in the rigor of Blizzards internal testing.
Behavior is a function of its consequences.
Grummler
Profile Joined May 2010
Germany743 Posts
September 21 2010 23:09 GMT
#128
On September 22 2010 07:54 Shifft wrote:
THIS IS A FUCKING TRAVESTY

You can't lift neutral animals anymore with phoenixes. I demand a refund.


If protoss were terran, zerg would say, protoss got a HUGE buff (lololol). Cause now you cant accidentally waste energy on critters anymore.

No, seriously, i guess thats the reason why they changed it.
workers, supply, money, workers, supply, money, workers, ...
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
September 21 2010 23:11 GMT
#129
On September 22 2010 08:06 Yaotzin wrote:
Show nested quote +
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?
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
SeeDLiNg
Profile Joined January 2010
United States690 Posts
September 21 2010 23:13 GMT
#130
Omg. I used and loved the burrowed np/fg bug x.x

Go die plz blizz.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 21 2010 23:13 GMT
#131
On September 22 2010 08:11 gillon wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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?

Terrans are so spoilt.
Lucius2
Profile Joined June 2010
Germany548 Posts
September 21 2010 23:14 GMT
#132
On September 22 2010 08:11 gillon wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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?



lol, mad?

User was temp banned for this post.
obsid
Profile Joined November 2008
United States389 Posts
September 21 2010 23:15 GMT
#133
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.
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 21 2010 23:15 GMT
#134
On September 22 2010 08:11 gillon wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 21 2010 23:18 GMT
#135
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

http://www.youtube.com/watch?v=6_ApCtDpvg0

This is ridiculous lol.
Head Coach Park: "They should buff tanks!"
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
September 21 2010 23:18 GMT
#136
On September 22 2010 07:48 Guiltfeeder wrote:
Has no one mentioned the jumbled up build order screen?

[image loading]

Uploaded with ImageShack.us


rofl, yeah.

Apparently the Zerg I just played made about 25 Greater Spires within the first 5 mins of the game.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-09-21 23:22:32
September 21 2010 23:18 GMT
#137
On September 22 2010 07:47 SpaceYeti wrote:
Show nested quote +
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.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Tennet
Profile Joined January 2010
United States1458 Posts
September 21 2010 23:19 GMT
#138
Blings don't seem to pop when air units fly over them.
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
RoK Ot7Er
Profile Joined June 2010
United States219 Posts
September 21 2010 23:21 GMT
#139
The production tab now has progress bars for everything. You can also hover over the icons and see the exact xx/yy time
Devlin
Profile Joined August 2010
Sweden91 Posts
September 21 2010 23:22 GMT
#140
On September 22 2010 08:11 gillon wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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.
"if someone puts a ling under a lifted cc the terran can no longer land and loses"
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 23:25 GMT
#141
On September 22 2010 08:18 Disastorm wrote:
Show nested quote +
On September 22 2010 07:47 SpaceYeti wrote:
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:

Show nested quote +
"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.
Behavior is a function of its consequences.
TMTurtle
Profile Joined August 2010
183 Posts
September 21 2010 23:26 GMT
#142
On September 22 2010 07:48 Guiltfeeder wrote:
Has no one mentioned the jumbled up build order screen?

[image loading]

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.
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 21 2010 23:26 GMT
#143
@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.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 21 2010 23:30 GMT
#144
On September 22 2010 08:26 TMTurtle wrote:
Show nested quote +
On September 22 2010 07:48 Guiltfeeder wrote:
Has no one mentioned the jumbled up build order screen?

+ Show Spoiler +
[image loading]

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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
Last Edited: 2010-09-21 23:31:01
September 21 2010 23:30 GMT
#145
Some guy on page 1 or 2: [QQ siege got nerfed] making Terran's most effective counter to banelings essentially worse?

So a nerf makes units worse now? Say it ain't so!

I like the ultra change. The rest is just as expected. Refer to my post in the 'predict 1.1 changes' thread for details on what I think about that.
deth
Profile Blog Joined August 2009
Australia1757 Posts
September 21 2010 23:31 GMT
#146
They implemented an option to confine cursor to sc2 window in windowed mode, yay ;D
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 21 2010 23:32 GMT
#147
On September 22 2010 08:31 deth wrote:
They implemented an option to confine cursor to sc2 window in windowed mode, yay ;D

It already did that for me? If I alt tabbed I'd have to click outside the window and then click anywhere in SC2 but that's it.
Disastorm
Profile Joined January 2008
United States922 Posts
September 21 2010 23:32 GMT
#148
On September 22 2010 08:25 SpaceYeti wrote:
Show nested quote +
On September 22 2010 08:18 Disastorm wrote:
On September 22 2010 07:47 SpaceYeti wrote:
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.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
mOnion
Profile Blog Joined August 2009
United States5657 Posts
September 21 2010 23:33 GMT
#149
they put the lil picture thingy on forcefields
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
lololol
Profile Joined February 2006
5198 Posts
September 21 2010 23:33 GMT
#150
On September 22 2010 08:18 Disastorm wrote:
Show nested quote +
On September 22 2010 07:47 SpaceYeti wrote:
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:

Show nested quote +
"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.
I'll call Nada.
Playguuu
Profile Joined April 2010
United States926 Posts
September 21 2010 23:36 GMT
#151
I love the build orders. Apparently I made upwards of 30 greater spires that beginning of the game. Lol.
I used to be just like you, then I took a sweetroll to the knee.
kAz3
Profile Joined July 2010
United States56 Posts
September 21 2010 23:37 GMT
#152
On September 22 2010 08:25 SpaceYeti wrote:
Show nested quote +
On September 22 2010 08:18 Disastorm wrote:
On September 22 2010 07:47 SpaceYeti wrote:
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)
Terrorcore
Profile Joined September 2010
Canada132 Posts
Last Edited: 2010-09-21 23:38:54
September 21 2010 23:37 GMT
#153
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.

Here you go guys.

[image loading]
Sirot
Profile Joined March 2010
48 Posts
September 21 2010 23:38 GMT
#154
When I alt-tab from windowed (full screen), I can no longer focus my computer to other windows.
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
September 21 2010 23:39 GMT
#155
Shame, Burrow Neural Parasite and Fungal Growth no longer work. Way to make an already weak unit even weaker. Me sad now
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
lololol
Profile Joined February 2006
5198 Posts
September 21 2010 23:40 GMT
#156
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.

Here you go guys.

[image loading]


Man, your macro sucks!

+ Show Spoiler +
j/k
I'll call Nada.
Terrorcore
Profile Joined September 2010
Canada132 Posts
Last Edited: 2010-09-21 23:41:34
September 21 2010 23:40 GMT
#157
Hey im just testing out stuff and see what else I could find with this patch lol!
Piski
Profile Blog Joined April 2010
Finland3461 Posts
September 21 2010 23:40 GMT
#158
+ Show Spoiler +
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.

Here you go guys.

[image loading]


That actually look quite nice
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 21 2010 23:41 GMT
#159
Looks much nicer. 15 clumped larvae looked rather wrong.
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 23:43 GMT
#160
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.
Behavior is a function of its consequences.
Yuka
Profile Joined June 2010
United States133 Posts
September 21 2010 23:47 GMT
#161
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.
Race? No, I'm equally bad with all of them.
ohN
Profile Blog Joined November 2009
United States1075 Posts
September 21 2010 23:47 GMT
#162
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.
Disastorm
Profile Joined January 2008
United States922 Posts
September 21 2010 23:49 GMT
#163
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...
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 21 2010 23:49 GMT
#164
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?
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
September 21 2010 23:51 GMT
#165
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?
Moderator
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
September 21 2010 23:53 GMT
#166
Does the mineral trick still work?
I want to fly
kAz3
Profile Joined July 2010
United States56 Posts
September 21 2010 23:53 GMT
#167
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.
Donger
Profile Joined October 2009
United States147 Posts
September 21 2010 23:54 GMT
#168
There was a bug where people who installed using a Non-CE edition key or used a guest pass didn't get their CE Thor when they upgraded their account.

THEY FIXED IT!!! I played a game today and my thor was super-duper looking!!!!!
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
September 21 2010 23:55 GMT
#169
On September 22 2010 06:21 FSP.Siggy wrote:
- Ctrl+F5-F8 now works to assign location to hotkeys

I though that in sc2 we were done with keyboard handspeed factor. He we go again.
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 22 2010 00:01 GMT
#170
Region picking is now integrated for SEA/US users.
Still need to add the server at battle.net first tho.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2010-09-22 00:02:57
September 22 2010 00:01 GMT
#171
Show nested quote +
Do you realize what it costs?


150/150? Less than 1 ultra.


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.

Does the mineral trick still work?


answer is on page 2. yes
Disastorm
Profile Joined January 2008
United States922 Posts
September 22 2010 00:04 GMT
#172
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?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 22 2010 00:05 GMT
#173
On September 22 2010 09:01 DeCoup wrote:
Region picking is now integrated for SEA/US users.
Still need to add the server at battle.net first tho.
Yeah whats up with that, do we need to wait til tommorow to play on na? I noticed I had the client in my battlenet account.
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 22 2010 00:06 GMT
#174
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.
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
September 22 2010 00:06 GMT
#175
On September 22 2010 06:21 FSP.Siggy wrote:
- No rocks on Desert Oasis (during ladder matches)


oh come on, seriously?

so i still have to hate that map
Kevmeister @ Dota2
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
September 22 2010 00:07 GMT
#176
Terran buildings count as complete before their animation finishes, as opposed to after it

^ i can confirm that for sure. I lower depots before the scv get's out of the depot when completed.
bleh
scrub96
Profile Joined August 2010
United States76 Posts
September 22 2010 00:07 GMT
#177
Pylons show up as Nexus in the build history after a match.
Kare
Profile Joined March 2009
Norway786 Posts
September 22 2010 00:08 GMT
#178
The new Icons are just amazing! Cant wait for it!
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Disastorm
Profile Joined January 2008
United States922 Posts
September 22 2010 00:10 GMT
#179
On September 22 2010 09:06 vyyye wrote:
Show nested quote +
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.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
September 22 2010 00:11 GMT
#180
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.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 22 2010 00:14 GMT
#181
On September 22 2010 09:10 Disastorm wrote:
Show nested quote +
On September 22 2010 09:06 vyyye wrote:
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.
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
September 22 2010 00:14 GMT
#182
On September 22 2010 09:10 Disastorm wrote:
Show nested quote +
On September 22 2010 09:06 vyyye wrote:
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.
Moderator
Disastorm
Profile Joined January 2008
United States922 Posts
September 22 2010 00:15 GMT
#183
oh ok
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
andrinho
Profile Joined July 2010
United States90 Posts
September 22 2010 00:15 GMT
#184
Hatches cant have more than 19 larvas... another zerg nerf.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-22 00:17:14
September 22 2010 00:16 GMT
#185
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 22 2010 00:19 GMT
#186
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394


Good to know, time to get that!
Your strength is just an accident arising from the weakness of others -Heart of Darkness
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 22 2010 00:20 GMT
#187
On September 22 2010 09:15 andrinho wrote:
Hatches cant have more than 19 larvas... another zerg nerf.

Always been like that
Tennet
Profile Joined January 2010
United States1458 Posts
September 22 2010 00:20 GMT
#188
On September 22 2010 09:15 andrinho wrote:
Hatches cant have more than 19 larvas... another zerg nerf.

That is old.
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Ryze
Profile Joined August 2010
Canada234 Posts
September 22 2010 00:21 GMT
#189
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
www.twitch.tv/colryze twitter.com/colryze acelessons.com/lessons/colryze/
Ryzu
Profile Joined September 2010
United States369 Posts
September 22 2010 00:22 GMT
#190
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.
scrub96
Profile Joined August 2010
United States76 Posts
September 22 2010 00:25 GMT
#191
On September 22 2010 09:22 Ryzu wrote:
Show nested quote +
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
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
September 22 2010 00:28 GMT
#192
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394

Hot Shot is old.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-22 00:29:33
September 22 2010 00:29 GMT
#193
On September 22 2010 09:28 3clipse wrote:
Show nested quote +
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394

Hot Shot is old.



Yes from beta but getting it in retail wasnt possible till now.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 22 2010 00:31 GMT
#194
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
GinDo
Profile Blog Joined September 2010
3327 Posts
September 22 2010 00:32 GMT
#195
On September 22 2010 09:29 Archerofaiur wrote:
Show nested quote +
On September 22 2010 09:28 3clipse wrote:
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394

Hot Shot is old.



Yes from beta but getting it in retail wasnt possible till now.


No not really i've had it for a while
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 22 2010 00:34 GMT
#196
On September 22 2010 09:32 Raiden X wrote:
Show nested quote +
On September 22 2010 09:29 Archerofaiur wrote:
On September 22 2010 09:28 3clipse wrote:
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394

Hot Shot is old.



Yes from beta but getting it in retail wasnt possible till now.


No not really i've had it for a while



Can we see your profile link? I (and many others) got placement matchs undefeated and never recieved.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Reptilia
Profile Joined June 2010
Chile913 Posts
September 22 2010 00:35 GMT
#197
there are indeed rocks on ladder matches on desert oasis.
The secret to creativity is knowing how to hide your sources
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-09-22 00:39:00
September 22 2010 00:36 GMT
#198
On September 22 2010 09:32 Raiden X wrote:
Show nested quote +
On September 22 2010 09:29 Archerofaiur wrote:
On September 22 2010 09:28 3clipse wrote:
On September 22 2010 09:16 Archerofaiur wrote:
New feat of strength added: Hot Shot

http://us.battle.net/sc2/en/profile/351881/1/Tally/achievements/category/4325394

Hot Shot is old.



Yes from beta but getting it in retail wasnt possible till now.


No not really i've had it for a while


Then you lie cause it was not in the game till today

Also i guess it is not retro active if it is there
Loving the beta !! Weeeeeeee
Merikh
Profile Blog Joined June 2010
United States918 Posts
September 22 2010 00:41 GMT
#199
Anyone mention how awesome the nydus worm sounds when you first spawn it?
G4MR | I mod day9, djwheat and GLHF's stream
Noxie
Profile Blog Joined April 2010
United States2227 Posts
September 22 2010 00:41 GMT
#200
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.
Nomak
Profile Joined March 2010
United States32 Posts
September 22 2010 00:56 GMT
#201
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!
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 01:01 GMT
#202
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!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Phanekim
Profile Joined April 2003
United States777 Posts
September 22 2010 01:05 GMT
#203
i learned so much from this thread lol.
i like cheese
ThirstyFroG
Profile Joined September 2010
Malaysia8 Posts
September 22 2010 01:06 GMT
#204
On September 22 2010 06:53 Bloodyrock wrote:
[image loading]


Wow, this is OP!
;O
lolard
Profile Joined July 2010
Australia5 Posts
September 22 2010 01:08 GMT
#205
Production tab now shows a small progress bar under icon of the thing building i.e. upgrades, buildings and units
Sra
Profile Joined September 2010
Netherlands75 Posts
September 22 2010 01:08 GMT
#206
so can someone explain what the sound change is with the nydus worm?
dunno
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-09-22 01:10:20
September 22 2010 01:08 GMT
#207
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.
smegged
Profile Joined August 2010
Australia213 Posts
September 22 2010 01:11 GMT
#208
Has repairing worker attack priority changed?
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 01:22 GMT
#209
On September 22 2010 10:11 smegged wrote:
Has repairing worker attack priority changed?


Doesn't seem like it, given that the videos of the ultras against the PF don't show the ultras changing targets.
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Allelujah
Profile Joined September 2010
8 Posts
September 22 2010 01:28 GMT
#210
Grid for Lefties got a fix.
I can now type /'s and ?'s without it closing the chat line!
smegged
Profile Joined August 2010
Australia213 Posts
September 22 2010 01:28 GMT
#211
On September 22 2010 10:22 FSP.Siggy wrote:
Show nested quote +
On September 22 2010 10:11 smegged wrote:
Has repairing worker attack priority changed?


Doesn't seem like it, given that the videos of the ultras against the PF don't show the ultras changing targets.


If the workers were same priority as the PF then they wouldn't. Where this would show up is when you have lings surrounding a thor being repaired.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 01:29 GMT
#212
On September 22 2010 09:14 Excalibur_Z wrote:
Show nested quote +
On September 22 2010 09:10 Disastorm wrote:
On September 22 2010 09:06 vyyye wrote:
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.

Show nested quote +
Ultra splash is different. Their damage effect has the flag "extend by unit radius", and no other units have that.


Want to buy that type of splash for Archons.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 22 2010 01:43 GMT
#213
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
shynee
Profile Joined April 2010
Canada180 Posts
September 22 2010 01:48 GMT
#214
On September 22 2010 08:06 Yaotzin wrote:
Show nested quote +
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.
Pekkz
Profile Joined June 2009
Norway1505 Posts
September 22 2010 01:53 GMT
#215
On September 22 2010 10:48 shynee wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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.
obsid
Profile Joined November 2008
United States389 Posts
September 22 2010 01:58 GMT
#216
On September 22 2010 10:53 Pekkz wrote:

and?


Its still gonna do alot of damage, only now its not able to defend against ANYTHING alone.


Correction: Its still gonna do alot of damage, only now its not able to defend against Ultralisks alone.
Bosma
Profile Joined May 2010
Canada41 Posts
September 22 2010 02:03 GMT
#217
Useless, but still an undocumented change.

Authenticator codes show up as digits, not asterisks.
pieisamazing
Profile Joined May 2009
United States1234 Posts
September 22 2010 02:04 GMT
#218
On September 22 2010 10:48 shynee wrote:
Show nested quote +
On September 22 2010 08:06 Yaotzin wrote:
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.
connoisseur
Diamond
Profile Blog Joined May 2009
United States10796 Posts
September 22 2010 02:21 GMT
#219
The production tab now displays how far along the unit is. BALLER!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 02:32:22
September 22 2010 02:28 GMT
#220
Vortex definitely seems a little different.

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).

Lol bug?
rockd24
Profile Joined September 2010
18 Posts
September 22 2010 02:32 GMT
#221
I noticed the observer speed has increased. I might be wrong but my last game it seemed to be noticeably faster.
Tenks
Profile Joined April 2010
United States3104 Posts
September 22 2010 02:33 GMT
#222
I can confirm with 100% certainty the Nydus still has a noise and it sounded the same to me as well. Had one used against me a few hours ago.
Wat
Canukian
Profile Joined March 2010
Canada69 Posts
September 22 2010 02:35 GMT
#223
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?
SC1 - Horrible, SC2beta - im less bad
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 03:02:34
September 22 2010 02:55 GMT
#224
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.
HCastorp
Profile Blog Joined March 2010
United States388 Posts
September 22 2010 02:58 GMT
#225
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.
AzTec
Profile Joined August 2010
Canada178 Posts
September 22 2010 02:58 GMT
#226
Here's the Zerg icons for the OP.

+ Show Spoiler +
[image loading]
Alzadar
Profile Blog Joined April 2010
Canada5009 Posts
September 22 2010 02:59 GMT
#227
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.
I am the Town Medic.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
September 22 2010 02:59 GMT
#228
- Terran buildings count as complete before their animation finishes, as opposed to after it

This is true. When my 1st rax finishes, I do 3b4a but it won't make my marine until a second later.
Official Entusman #21
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 03:00 GMT
#229
On September 22 2010 11:58 AzTec wrote:
Here's the Zerg icons for the OP.

+ Show Spoiler +
[image loading]


Many thanks! Added to OP!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
RaptorZ
Profile Joined August 2010
United States155 Posts
September 22 2010 03:01 GMT
#230
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.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 03:03 GMT
#231
On September 22 2010 12:01 RaptorZ wrote:
Show nested quote +
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.


Anyone got any numbers on this one?
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Whole
Profile Blog Joined May 2010
United States6046 Posts
September 22 2010 03:05 GMT
#232
i don't know the base speed and I don't have the time, but someone should go check the editor for the obs speed.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 03:14:03
September 22 2010 03:10 GMT
#233
Its still 1.8 speed. Acceleration could be different though beyond my abilities to test.

Perhaps they gave us the upgraded acceleration with the base movement speed and now the upgrade only increases speed?
TrueIsAwesome
Profile Joined April 2010
Finland160 Posts
September 22 2010 03:12 GMT
#234
- 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 ._.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
September 22 2010 03:23 GMT
#235
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
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Ichabod
Profile Joined May 2010
United States1659 Posts
September 22 2010 03:24 GMT
#236
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#@%.
eNtitY~
Profile Joined January 2007
United States1293 Posts
September 22 2010 03:31 GMT
#237
- You can no longer right click on chat windows to close them, only minimize. (Lame...)

- If you use an authenticator your code now shows up when you type it in when before it was asterisks. (****)
http://www.starcraftdream.com
Vortok
Profile Joined December 2009
United States830 Posts
Last Edited: 2010-09-22 04:19:52
September 22 2010 04:19 GMT
#238
- Ctrl+F5-F8 now works to assign location to hotkeys


Greatest patch evar.
Rawenkeke
Profile Joined September 2010
Norway350 Posts
September 22 2010 04:45 GMT
#239
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
Belac
Profile Joined February 2010
United States26 Posts
September 22 2010 04:54 GMT
#240
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?
Bosma
Profile Joined May 2010
Canada41 Posts
September 22 2010 04:55 GMT
#241
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.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
September 22 2010 05:09 GMT
#242
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.
Grond
Profile Blog Joined June 2010
599 Posts
September 22 2010 05:14 GMT
#243
I had this dream that I woke up and checked out the patch and there were no additional changes from the situation report. What a nightmare!

The new icons look much better. Some do take a while to get used to though, they look so different.
Hamlet
Profile Joined May 2010
United States27 Posts
September 22 2010 05:17 GMT
#244
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.
Logo
Profile Blog Joined April 2010
United States7542 Posts
September 22 2010 05:22 GMT
#245
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?
Logo
Ancient.eu
Profile Joined July 2010
Romania621 Posts
Last Edited: 2010-09-22 05:24:08
September 22 2010 05:23 GMT
#246
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 ?
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
September 22 2010 05:26 GMT
#247
eggs could always overlap... that is what led me to make more overlords than intended! arrgh. everytime.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
September 22 2010 05:28 GMT
#248
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!
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 22 2010 05:28 GMT
#249
Not sure if it's been confirmed false, but nydus still make a sound when finished, it's just quieter.
Half man, half bear, half pig.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 05:29 GMT
#250
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?
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
jungle
Profile Joined July 2010
United States31 Posts
September 22 2010 05:30 GMT
#251
so obs really move faster? that was nice of blizz
"nice dolphin nigga"
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 06:02:51
September 22 2010 05:40 GMT
#252
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.
nam nam
Profile Joined June 2010
Sweden4672 Posts
September 22 2010 05:53 GMT
#253
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.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 05:56 GMT
#254
On September 22 2010 14:53 nam nam wrote:
Show nested quote +
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?
Fullish
Profile Joined September 2010
Australia6 Posts
September 22 2010 05:58 GMT
#255
Just got the hot shot feat of strength
http://us.battle.net/sc2/en/profile/2127729/1/Fullish/
2vs2 random.
Hmm
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
September 22 2010 06:00 GMT
#256
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.
Hark!
sadyque
Profile Joined April 2010
Romania251 Posts
September 22 2010 06:01 GMT
#257
On September 22 2010 14:56 Ndugu wrote:
Show nested quote +
On September 22 2010 14:53 nam nam wrote:
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.
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
LimeNade
Profile Blog Joined February 2010
United States2125 Posts
September 22 2010 06:02 GMT
#258
umm my desert oasis has rocks in it when i ladder O_o
JD, need I say more? :D
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 06:03 GMT
#259
On September 22 2010 15:01 sadyque wrote:
Show nested quote +
On September 22 2010 14:56 Ndugu wrote:
On September 22 2010 14:53 nam nam wrote:
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!
Angra
Profile Blog Joined May 2009
United States2652 Posts
September 22 2010 06:06 GMT
#260
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.
GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-09-22 06:09:19
September 22 2010 06:07 GMT
#261
On September 22 2010 15:00 Deadlyhazard wrote:
Already have a brilliant idea for friendly fire heat-seeking missile...

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


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

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


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

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


Noone has yet answered this three pages on...


I have no reason to think this has changed.

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

Gonna test Thor on statues and stuff now.

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

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

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

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


No matter where you are looking on the map?

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

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

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


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

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


this happened before too.

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

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

i'd have to see if my "sweet spots" have been patched, but doubt it.
SpaceAnt
Profile Joined August 2010
Spain64 Posts
September 22 2010 06:59 GMT
#279
Not sure if that has been said already, thor 250 mm cannons could always target own or friendly units, with always i refer to beta. Thus not new. keep the good work up
deL
Profile Blog Joined March 2009
Australia5540 Posts
September 22 2010 07:00 GMT
#280
I hate the new icons ;(
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
September 22 2010 07:02 GMT
#281
On September 22 2010 15:38 Live2Win wrote:
Show nested quote +
On September 22 2010 14:29 FSP.Siggy wrote:
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.
jdelator
Profile Blog Joined September 2007
United States89 Posts
September 22 2010 07:12 GMT
#282
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.
gn1k
Profile Joined July 2010
United States441 Posts
September 22 2010 07:14 GMT
#283
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.
Creator of Street Empires and APM TD
Highwinds
Profile Joined August 2010
Canada955 Posts
September 22 2010 07:15 GMT
#284
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.
Yes It's a Good Day. 저는 아이유 사랑해요!
Almania
Profile Joined September 2010
145 Posts
September 22 2010 07:21 GMT
#285
It has always been there for single player.. are you sure it wasn't there before for ladder?
Silu
Profile Joined June 2010
Finland165 Posts
September 22 2010 07:21 GMT
#286
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.


It was there before...
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
September 22 2010 07:26 GMT
#287
ooh thors can use 250mm cannons on their teammates now. That's actually a big help for Terran since its will make thors less vulnerable to feedback.
StanfordJanitor
Profile Joined September 2009
United States12 Posts
September 22 2010 07:33 GMT
#288
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.
pyjamads
Profile Joined May 2010
Denmark33 Posts
September 22 2010 07:35 GMT
#289
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....
Highwinds
Profile Joined August 2010
Canada955 Posts
September 22 2010 07:36 GMT
#290
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.
Yes It's a Good Day. 저는 아이유 사랑해요!
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 07:52 GMT
#291
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. Just monochrome.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 07:56:31
September 22 2010 07:55 GMT
#292
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?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-09-22 07:59:51
September 22 2010 07:59 GMT
#293
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?).
..and then I would, ya know, check em'. (Aka SpoR)
Gulzt
Profile Joined August 2009
Netherlands275 Posts
Last Edited: 2010-09-22 08:03:12
September 22 2010 08:02 GMT
#294
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).
leviathan20
Profile Joined April 2010
United Kingdom193 Posts
September 22 2010 08:03 GMT
#295
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:

+ Show Spoiler +
[image loading]


Note the old icon.
"We better get that boy a waffle NOW or he gon' DIE!"
Raikynn
Profile Joined July 2010
41 Posts
September 22 2010 08:44 GMT
#296
The confine mouse cursor option in gameplay is new and very handy
debeuker
Profile Joined August 2010
Netherlands33 Posts
September 22 2010 08:54 GMT
#297
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)
Draken
Profile Joined May 2010
Canada61 Posts
September 22 2010 08:58 GMT
#298
- 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?
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 22 2010 09:00 GMT
#299
On September 22 2010 17:58 Draken wrote:
Show nested quote +
- 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
When I think of something else, something will go here
Kinmaul
Profile Joined March 2010
United States104 Posts
September 22 2010 09:00 GMT
#300
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).
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
Red_beard
Profile Joined September 2010
17 Posts
September 22 2010 09:07 GMT
#301
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?
Hypatio
Profile Joined September 2010
549 Posts
September 22 2010 09:33 GMT
#302
Eggs can now overlap, which makes it difficult to tell the progress on them. :S

I play zerg. This has always been true.
billyX333
Profile Blog Joined January 2008
United States1360 Posts
September 22 2010 09:45 GMT
#303
eggs have always overlapped -_-
Hypatio
Profile Joined September 2010
549 Posts
September 22 2010 09:50 GMT
#304
NEW BUG:

A neural parasited unit no longer shows the time-remaining bar, but still only appears to last ~8 seconds
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2010-09-22 09:52:33
September 22 2010 09:51 GMT
#305
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..
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
September 22 2010 09:56 GMT
#306
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...
Glacius0
Profile Joined July 2010
Netherlands66 Posts
Last Edited: 2010-09-22 10:12:41
September 22 2010 10:00 GMT
#307
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^^;;
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
September 22 2010 10:06 GMT
#308
The "Menu bar clickable" option is not new, I've had that deactivated for quite a while. I don't know about the rest.
Triggi
Profile Joined September 2010
79 Posts
September 22 2010 10:06 GMT
#309
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)
.


Been using that since beta, not new.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 22 2010 10:07 GMT
#310
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.

the first existed always
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
Last Edited: 2010-09-22 10:09:04
September 22 2010 10:08 GMT
#311
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.
No Quote
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
September 22 2010 10:08 GMT
#312
i've noticed that onyxia deep breath's more since the update.
Matkap
Profile Blog Joined September 2010
Spain627 Posts
September 22 2010 10:42 GMT
#313
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)
A man tells his stories so many times that he becomes the stories. They live on after him, and in that way he becomes immortal.
leviathan20
Profile Joined April 2010
United Kingdom193 Posts
Last Edited: 2010-09-22 10:50:55
September 22 2010 10:50 GMT
#314
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).
"We better get that boy a waffle NOW or he gon' DIE!"
Iatrik
Profile Joined August 2010
Germany159 Posts
September 22 2010 11:12 GMT
#315
On September 22 2010 19:50 leviathan20 wrote:
Show nested quote +
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).


He did, but won't response.
Feed me more
cocosoft
Profile Joined May 2010
Sweden1068 Posts
September 22 2010 12:25 GMT
#316
The reaper icon is not new.
¯\_(ツ)_/¯
Croz
Profile Joined September 2010
Belgium17 Posts
September 22 2010 12:41 GMT
#317
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!
Mithos09
Profile Joined September 2010
Germany4 Posts
September 22 2010 12:57 GMT
#318
On September 22 2010 19:08 hoovehand wrote:
i've noticed that onyxia deep breath's more since the update.

any news about the hogger encounter yet?
EnderCN
Profile Joined May 2010
United States499 Posts
September 22 2010 12:57 GMT
#319
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-22 14:07:15
September 22 2010 13:00 GMT
#320
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
EnderCN
Profile Joined May 2010
United States499 Posts
September 22 2010 13:30 GMT
#321
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.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 13:30 GMT
#322
Everyone wrote:
eggs have always overlapped


Updated OP with an explanation
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2010-09-22 13:50:21
September 22 2010 13:50 GMT
#323
Has anyone notice Alt-Tabing takes just 1 second with ATI cards? Before patch it was like ~7+ sec.
You should never underestimate the predictability of stupidity
SPOILERS
Profile Joined August 2010
12 Posts
September 22 2010 13:55 GMT
#324
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.
MrArarat
Profile Joined September 2010
Argentina132 Posts
September 22 2010 13:56 GMT
#325
On September 22 2010 22:50 Alpina wrote:
Has anyone notice Alt-Tabing takes just 1 second with ATI cards? Before patch it was like ~7+ sec.

Nice to see that happening...
Resting on the mountain side...
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2010-09-22 14:01:20
September 22 2010 14:00 GMT
#326
New larva spawn system fix some problems for zergs, and you now can control larva spawn placement!

[image loading] [image loading]
J7S
Profile Joined March 2009
Brazil179 Posts
September 22 2010 14:02 GMT
#327
You should use windowed mode, it switches instantly.
"Mein Führer, I can walk!" - Dr. Strangelove
theqat
Profile Blog Joined March 2008
United States2856 Posts
September 22 2010 14:05 GMT
#328
On September 22 2010 23:02 J7S wrote:
You should use windowed mode, it switches instantly.


full-screen windowed mode, not windowed mode. windowed mode is a 1024x768 box that doesn't keep the mouse from moving outside the window :\
J7S
Profile Joined March 2009
Brazil179 Posts
September 22 2010 14:14 GMT
#329
Ok, i was thinking about fullscreen windowed mode. Not sure if there is someone who can play in windowed moe not full screen. :D
"Mein Führer, I can walk!" - Dr. Strangelove
Logo
Profile Blog Joined April 2010
United States7542 Posts
September 22 2010 14:24 GMT
#330
On September 22 2010 22:30 EnderCN wrote:
Show nested quote +
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.
Logo
teemh
Profile Joined May 2010
Canada120 Posts
September 22 2010 14:41 GMT
#331
"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.
0neder
Profile Joined July 2009
United States3733 Posts
September 22 2010 14:47 GMT
#332
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.
IamOBESE
Profile Blog Joined April 2010
United States134 Posts
September 22 2010 14:51 GMT
#333
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?
vega12
Profile Joined April 2010
Japan73 Posts
September 22 2010 15:06 GMT
#334
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?
Hydrogen is a light odorless gas, which, given enough time, turns into people.
lolbad
Profile Joined August 2010
Marshall Islands35 Posts
Last Edited: 2010-09-22 15:11:04
September 22 2010 15:08 GMT
#335
edit: lol nvm
tetracycloide
Profile Joined July 2010
295 Posts
September 22 2010 15:08 GMT
#336
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.
My vanity is justified
dranko
Profile Joined April 2010
Sweden378 Posts
September 22 2010 15:09 GMT
#337
When typing in the authenticators numbers, the numbers themselves show rather than just asterisks (1234 instead of ****)
Dreamexpress
Profile Joined April 2010
80 Posts
September 22 2010 15:10 GMT
#338
NEW /DANCE AND /CHEER MOVES (i think?)

High Templar
Marauder
Zealot
Ultralisk

Not 100% they are new, i maybe not just noticed them before
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 22 2010 15:34 GMT
#339
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.


Updated OP to reflect this confirmation, apologies to the other guy above for the confusion.

Related, I'm pretty sure there aren't really any other stealth changes, and all those confirmed are just aesthetic, so no ninja buffs
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
eNyoron
Profile Joined September 2009
United States170 Posts
September 22 2010 15:37 GMT
#340
On September 23 2010 00:10 Dreamexpress wrote:
NEW /DANCE AND /CHEER MOVES (i think?)

High Templar
Marauder
Zealot
Ultralisk

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


They've been able to dance since the official release of the game.
0sm9sm8sm... the beginning of the end.
Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2010-09-22 15:41:29
September 22 2010 15:40 GMT
#341
NEW CHANGE:

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

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

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

Cool! :D


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


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


Thank you muchly, updated the OP to reflect this.

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

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

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

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

High Templar
Marauder
Zealot
Ultralisk

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


I didn't know about the Protosso nes w00t.

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

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

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



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

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


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

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


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



According to SCII wiki and people QQing that they didn't have a way to dump the energy, this was not the case.
D-wreck
Profile Joined November 2008
United States12 Posts
September 22 2010 20:09 GMT
#360
You can no longer generate creep after the lair is gone, though overlords will keep generating creep if they were doing so already.
Mortis
Profile Blog Joined April 2010
United States217 Posts
September 22 2010 20:19 GMT
#361
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 22 2010 20:44 GMT
#362
You can no longer generate creep after the lair is gone, though overlords will keep generating creep if they were doing so already.

Then turn ALL overlords into creep-mode
SinCitta
Profile Blog Joined August 2010
Germany2127 Posts
September 22 2010 20:51 GMT
#363
Point Defense Drones count as structures now and you can not feedback them.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 20:54 GMT
#364
On September 23 2010 05:51 SinCitta wrote:
Point Defense Drones count as structures now and you can not feedback them.


Whoa! Good catch.

Makes Ravens a decent bit stronger against P in that situation, then.
Dirge
Profile Joined April 2010
Sweden13 Posts
September 22 2010 21:14 GMT
#365
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
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 22 2010 21:17 GMT
#366
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.
Yargh
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 21:22 GMT
#367
On September 23 2010 06:17 JinDesu wrote:
Show nested quote +
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.
Dirge
Profile Joined April 2010
Sweden13 Posts
September 22 2010 21:49 GMT
#368
Im not 100% but it just felt like that when i played just now, i was like what the.. why cant i warp in ><

And did creep tumors always count as "structures razed" XD
broney
Profile Joined September 2010
United States6 Posts
September 22 2010 21:53 GMT
#369
I'm pretty sure I've seen warpgate cooldown stop from pylon destruction before the patch.
vega12
Profile Joined April 2010
Japan73 Posts
September 22 2010 21:55 GMT
#370
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!
Hydrogen is a light odorless gas, which, given enough time, turns into people.
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 22 2010 21:57 GMT
#371
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.
Yargh
Uncultured
Profile Joined September 2010
United States1340 Posts
September 22 2010 22:00 GMT
#372
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.
Don't you rage when you lose too? -FruitDealer
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 22 2010 22:02 GMT
#373
On September 23 2010 07:00 Uncultured wrote:
Show nested quote +
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.

This change makes sense.
mrmac
Profile Joined January 2010
Sweden38 Posts
September 22 2010 22:07 GMT
#374
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?
Crono1
Profile Joined February 2003
United States5 Posts
Last Edited: 2010-09-22 22:07:42
September 22 2010 22:07 GMT
#375
Just recently had a ladder match with rocks in D.O. The list says that they arent there but they are!

Dont know if this has been said
I'm a so-so Panda
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
September 22 2010 22:07 GMT
#376
Confirming f5-f8 change
[image loading]

Change a vote, and change the world
Fitzhunt1
Profile Joined February 2010
United States169 Posts
September 22 2010 22:24 GMT
#377
Gateway cool down says 29 secs in game while notes say 80. When in a replay you cant select on Warpgates to see the cool down time
Blizzcon exclusive no donuts.
Virtue
Profile Joined July 2010
United States318 Posts
September 22 2010 22:35 GMT
#378
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?
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
September 22 2010 22:42 GMT
#379
On September 23 2010 07:07 Crono1 wrote:
Just recently had a ladder match with rocks in D.O. The list says that they arent there but they are!

Dont know if this has been said



maps can change without a patch as you get them from bnet when you hit to search and it checks for changes.

Maybe they changed the map as it wasnt the correct one on their end. Im going to go and try and confirm this and see if anything has changed.
KillerPlague
Profile Joined June 2010
United States1386 Posts
September 22 2010 22:43 GMT
#380
i dont play zerg much so i dont know if this is old, but the hydralisk den shakes after taking consecutive damage
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
September 22 2010 22:45 GMT
#381
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.
ToxNub
Profile Joined June 2010
Canada805 Posts
September 22 2010 22:46 GMT
#382
Nydus makes a sound when placing, and not just when it bursts.

Not sure if that first sound is global, but its very noticeable for the player placing it.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-22 23:11:25
September 22 2010 23:10 GMT
#383
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.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 22 2010 23:40 GMT
#384
all worker stop doing a slide when they attact, this make the scouting worker harras alot harder
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 22 2010 23:45 GMT
#385
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.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
Last Edited: 2010-09-22 23:53:34
September 22 2010 23:51 GMT
#386
On September 23 2010 07:42 KiF1rE wrote:
Show nested quote +
On September 23 2010 07:07 Crono1 wrote:
Just recently had a ladder match with rocks in D.O. The list says that they arent there but they are!

Dont know if this has been said



maps can change without a patch as you get them from bnet when you hit to search and it checks for changes.

Maybe they changed the map as it wasnt the correct one on their end. Im going to go and try and confirm this and see if anything has changed.

I played 2 games yesterday and the rocks were there both times.s

Also the egg thing, larvae stack up a lot less, because they are spread out imo.
BUBBABADJOOOO
Profile Joined August 2010
Sweden5 Posts
Last Edited: 2010-09-23 00:01:46
September 22 2010 23:52 GMT
#387
New icons terran:

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.

Edit: Some new sounds for the battlecruiser.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
September 22 2010 23:53 GMT
#388
Map Change:

The center gold expansions on Toxic Slums now have destructible rocks blocking either entrance.
Hamlet
Profile Joined May 2010
United States27 Posts
September 22 2010 23:55 GMT
#389
The ground decal after Terran building cancellation seems to be buggy--it's much larger than it should be.
Frunkis
Profile Joined August 2010
United States146 Posts
September 22 2010 23:55 GMT
#390
They fixed the problem where the lefty grid prevented you from typing question marks in chat.
Psychatog
Profile Joined August 2010
Philippines71 Posts
September 22 2010 23:57 GMT
#391
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.
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
September 22 2010 23:58 GMT
#392
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.
Moderator
Draken
Profile Joined May 2010
Canada61 Posts
September 23 2010 00:01 GMT
#393
On September 22 2010 18:00 blade55555 wrote:
Show nested quote +
On September 22 2010 17:58 Draken wrote:
- 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.

//imo
MindRush
Profile Joined April 2010
Romania916 Posts
September 23 2010 00:04 GMT
#394
On September 22 2010 06:21 FSP.Siggy wrote:

+ Show Spoiler +
[image loading]




damn, that toss is detection hungry
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Sworn
Profile Blog Joined January 2010
Canada920 Posts
September 23 2010 00:08 GMT
#395
I <3 new icons.
"Duty is heavy as a mountain, death is light as a feather." CJ Entus Fighting! <3 Effort
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 23 2010 01:39 GMT
#396
On September 23 2010 08:10 Ndugu wrote:
Show nested quote +
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
September 23 2010 01:49 GMT
#397
On September 23 2010 08:51 TheFinalWord wrote:
Show nested quote +
On September 23 2010 07:42 KiF1rE wrote:
On September 23 2010 07:07 Crono1 wrote:
Just recently had a ladder match with rocks in D.O. The list says that they arent there but they are!

Dont know if this has been said



maps can change without a patch as you get them from bnet when you hit to search and it checks for changes.

Maybe they changed the map as it wasnt the correct one on their end. Im going to go and try and confirm this and see if anything has changed.

I played 2 games yesterday and the rocks were there both times.s

Also the egg thing, larvae stack up a lot less, because they are spread out imo.


i played a few games didnt get desert oasis once in automatch, but the custom game version of the map has no rocks...
munky9001
Profile Joined September 2010
1 Post
September 23 2010 02:27 GMT
#398
Neural parasite only lasts 15 seconds or so

Contrasted to the description which suggests forever.
HuK
Profile Blog Joined March 2010
Canada1591 Posts
September 23 2010 02:34 GMT
#399
really need to add that worker sliding has been removed almost, like try blocking a zerg xpoing or harass a terran with a probe
ProgamerLive like a God or die like a Slave 11:11
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 23 2010 02:45 GMT
#400
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!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 23 2010 03:08 GMT
#401
On September 23 2010 10:39 Qikz wrote:
Show nested quote +
On September 23 2010 08:10 Ndugu wrote:
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.
logicalmayhem
Profile Joined August 2010
Australia25 Posts
September 23 2010 03:26 GMT
#402
Tank aoe reduced?

Im not sure if its just me but tank aoe seems to feel smaller. Has anyone done any tests for this?
KICK LOGIC OUT AND DO THE IMPOSSIBLE!
SONE
Profile Joined May 2010
Canada839 Posts
September 23 2010 03:29 GMT
#403
I dont know if this was mentioned, but on the 4v4 map Toxic Wastes, there are rocks protecting the 2 middle golds
Ashera
Profile Joined July 2010
Canada202 Posts
September 23 2010 03:40 GMT
#404
Sorry, could I perhaps get some clarification on worker sliding?
Viva la Vida
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
September 23 2010 03:44 GMT
#405
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...
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
FlamingTurd
Profile Joined April 2010
United States1059 Posts
September 23 2010 04:19 GMT
#406
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.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
SixtusTheFifth
Profile Blog Joined September 2010
New Zealand170 Posts
September 23 2010 04:21 GMT
#407
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.
marine63
Profile Joined July 2010
43 Posts
September 23 2010 04:39 GMT
#408
After achieving all campaign achievements shows 100% completion while before it only showed 99% bug is fixed.
Terran: NA Masters
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
September 23 2010 04:41 GMT
#409
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
Lucktar
Profile Joined July 2008
United States526 Posts
September 23 2010 04:51 GMT
#410
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.
NaDa, much, ZerO fighting!
SixtusTheFifth
Profile Blog Joined September 2010
New Zealand170 Posts
September 23 2010 04:59 GMT
#411
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 did look but admittedly not at every page.
Raisauce
Profile Blog Joined May 2010
Canada864 Posts
September 23 2010 05:04 GMT
#412
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!!!!!!!!!!!!!
Tempy
Profile Joined May 2010
United States46 Posts
Last Edited: 2010-09-23 05:14:01
September 23 2010 05:12 GMT
#413
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
Friends are friends, customers are customers,and everything else is everything else. If its not, nothing its nothing. And anything can be anything
sadyque
Profile Joined April 2010
Romania251 Posts
September 23 2010 05:20 GMT
#414
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.
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 23 2010 05:21 GMT
#415
On September 23 2010 14:20 sadyque wrote:
Show nested quote +
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.
Rabbet
Profile Joined December 2009
Canada404 Posts
September 23 2010 05:27 GMT
#416
Some Terran buildings don't make a noise when they complete anymore.
Bxk
Profile Joined September 2010
United States53 Posts
September 23 2010 06:01 GMT
#417
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.
vjeux
Profile Joined May 2010
France10 Posts
Last Edited: 2010-09-23 07:46:17
September 23 2010 07:45 GMT
#418
All the new colored icons from the patch

[image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading]

And one bonus image

[image loading]
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
September 23 2010 07:50 GMT
#419
Disable Menu Clickable in Gameplay Settings
BigBadBeaver
Profile Joined August 2009
Canada272 Posts
September 23 2010 08:03 GMT
#420
The rocks on desert oasis are there..on ladder as well.
Sylvr
Profile Joined May 2010
United States524 Posts
September 23 2010 08:11 GMT
#421
On September 23 2010 17:03 ClickiT wrote:
The rocks on desert oasis are there..on ladder as well.


Was there a hot-fix? (I just woke up)
BigBadBeaver
Profile Joined August 2009
Canada272 Posts
September 23 2010 08:14 GMT
#422
On September 23 2010 17:11 Sylvr wrote:
Show nested quote +
On September 23 2010 17:03 ClickiT wrote:
The rocks on desert oasis are there..on ladder as well.


Was there a hot-fix? (I just woke up)

I didn't even know this was an issue. I played one ladder game on desert oasis since the patch and the rocks were there o_o.
vjeux
Profile Joined May 2010
France10 Posts
September 23 2010 08:42 GMT
#423
A diff of all the important files that have been modified

http://github.com/vjeux/sc2patches/commit/b42e2c78347714a543af5a72cdd092e08f7ac860
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 23 2010 09:09 GMT
#424
On September 22 2010 06:21 FSP.Siggy wrote:

- Worker AI has been changed; worker sliding has been removed.



O_O ... it's 5am my time... and i just shit brix
I'm like badass squared | KeitZer.489
MarF
Profile Blog Joined April 2008
Canada156 Posts
September 23 2010 09:09 GMT
#425
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.
artanis2
Profile Joined April 2010
United States732 Posts
September 23 2010 10:08 GMT
#426
I know this has been talked about to death, but no one has posted how it _should_ work.

[image loading]
Ation
Profile Joined July 2008
Finland102 Posts
Last Edited: 2010-09-23 10:51:42
September 23 2010 10:50 GMT
#427
EDIT: -campaign 100% was already posted my bad ;E-
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 23 2010 10:58 GMT
#428
- 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?
vega12
Profile Joined April 2010
Japan73 Posts
September 23 2010 11:42 GMT
#429
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.
Hydrogen is a light odorless gas, which, given enough time, turns into people.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
September 23 2010 11:56 GMT
#430
On September 23 2010 19:58 ch4ppi wrote:
Show nested quote +
- 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.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
MegaTerran
Profile Joined September 2010
214 Posts
September 23 2010 12:21 GMT
#431
was 7% mineral income trick fixed?
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
September 23 2010 12:28 GMT
#432
- 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.

Well, partially.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 23 2010 13:10 GMT
#433
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
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 23 2010 13:33 GMT
#434
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
lololol
Profile Joined February 2006
5198 Posts
September 23 2010 13:48 GMT
#435
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.
I'll call Nada.
Almania
Profile Joined September 2010
145 Posts
September 23 2010 15:35 GMT
#436
I'm fairly sure replays used to default to "Normal" speed... in any case, now they start on "Faster".

My memory failing me.. or am I on to something?
LeCastor
Profile Joined July 2010
France234 Posts
September 23 2010 15:39 GMT
#437
For infestor:

We cannont cast fungal growth while burrowed but we can queue burrow.

This works also for roaches.
Lemonhead
Profile Joined May 2010
Denmark31 Posts
September 23 2010 16:28 GMT
#438
Onyxia casts deep breath much more frequently now.
Sometimes the best defense is an insane offense.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 23 2010 16:30 GMT
#439
On September 24 2010 00:39 LeCastor wrote:
For infestor:

We cannont cast fungal growth while burrowed but we can queue burrow.

This works also for roaches.


Thats actually good to know. Burrow after killing X target, or reaching X point, etc.
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
September 23 2010 16:46 GMT
#440
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.
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
iNty.sCream
Profile Joined April 2010
Germany195 Posts
September 23 2010 16:48 GMT
#441
changed nothing imo. only feelable difference is when fighting tanks with zealots / zerglings
Bisu best hairspray = win
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
September 23 2010 16:52 GMT
#442
I am not sure whether this has been posted

the 4v4 map Toxic Slum has 2 destructible rocks added at the left and right side of the center of the 2 gold patches.
prototype.
Profile Blog Joined July 2009
Canada4210 Posts
September 23 2010 16:59 GMT
#443
What? Do the workers really stop sliding?

If this is true, I'd be so happy.
( ・´ー・`)
bobblansky
Profile Joined July 2010
Sweden13 Posts
Last Edited: 2010-09-23 17:40:07
September 23 2010 17:39 GMT
#444
DO: Rocks on ladder, EU.
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 23 2010 19:33 GMT
#445
Am I just totally out of my mind...?
Didnt u have to login just to watch a replay out of windows?

Its gone isnt it?
Dark_Templar
Profile Joined February 2010
Germany3 Posts
Last Edited: 2010-09-23 19:41:56
September 23 2010 19:40 GMT
#446
Ravens PDD is now a structure an thus can't be feedbacked...

Ok,never mind - already posted..
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 23 2010 19:46 GMT
#447
On September 24 2010 04:33 ch4ppi wrote:
Am I just totally out of my mind...?
Didnt u have to login just to watch a replay out of windows?

Its gone isnt it?



i think you are right, however last night i tried to view a game from 1.0, and it took FOREVER to load.
Coaching for 1v1 and Team games at Gosucoaching.com
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
September 23 2010 19:47 GMT
#448
On September 24 2010 00:35 Almania wrote:
I'm fairly sure replays used to default to "Normal" speed... in any case, now they start on "Faster".

My memory failing me.. or am I on to something?

No, this is not a new change, replays have been like that at least since release.
ch4ppi
Profile Joined July 2010
Germany802 Posts
Last Edited: 2010-09-23 20:10:57
September 23 2010 20:03 GMT
#449
however last night i tried to view a game from 1.0, and it took FOREVER to load.

dito, also the loading screen seemed to be in 4:3 for me instead of 16. Also it had bad FPS and it crashed sometimes.

€dit:
Also it seems like the improved Production Tab doesnt work with 1.0 replays
lololol
Profile Joined February 2006
5198 Posts
September 23 2010 20:30 GMT
#450
On September 24 2010 05:03 ch4ppi wrote:
Also it seems like the improved Production Tab doesnt work with 1.0 replays


Of course it won't work it's running the 1.0.x version of the game and that feature is in the 1.1 version.
I'll call Nada.
Phant
Profile Joined August 2010
United States737 Posts
September 23 2010 20:50 GMT
#451
Can someone explain the worker sliding thing? I never really noticed anything strange when controlling them.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
September 23 2010 20:55 GMT
#452
On September 24 2010 05:50 phant wrote:
Can someone explain the worker sliding thing? I never really noticed anything strange when controlling them.


There is no one like you in the universe.
Draken
Profile Joined May 2010
Canada61 Posts
September 23 2010 21:41 GMT
#453
Oh that sliding...

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.
GreatFall
Profile Blog Joined January 2010
United States1061 Posts
September 23 2010 21:46 GMT
#454
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
Inventor of the 'Burning Tide' technique to quickly getting Outmatched Crusher achivement :D
FiBsTeR
Profile Blog Joined February 2008
United States415 Posts
September 23 2010 21:47 GMT
#455
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.
crms
Profile Joined February 2010
United States11933 Posts
Last Edited: 2010-09-23 22:50:16
September 23 2010 21:48 GMT
#456
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.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
hydezyne
Profile Blog Joined April 2010
United States38 Posts
September 23 2010 21:49 GMT
#457
I particularly enjoy the new production tab in the spectator views. I also really like the new pretty icons.
There is Power in Simplicity
heronz
Profile Joined August 2010
25 Posts
September 24 2010 00:23 GMT
#458
patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 24 2010 00:40 GMT
#459
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.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 24 2010 00:56 GMT
#460
On September 24 2010 09:40 Ndugu wrote:
Show nested quote +
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.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 24 2010 00:56 GMT
#461
On September 22 2010 06:21 FSP.Siggy wrote:
- PDD now counts as a building and cannot be feedbacked.

This is a significant balance change. I gotta wonder why they wouldnt mention this in the patch notes.
Draken
Profile Joined May 2010
Canada61 Posts
September 24 2010 01:11 GMT
#462
On September 24 2010 09:56 Mastermind wrote:
Show nested quote +
On September 22 2010 06:21 FSP.Siggy wrote:
- PDD now counts as a building and cannot be feedbacked.

This is a significant balance change. I gotta wonder why they wouldnt mention this in the patch notes.

Agreed...

I also don't like this change at all.
SixtusTheFifth
Profile Blog Joined September 2010
New Zealand170 Posts
September 24 2010 02:14 GMT
#463
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.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 24 2010 02:21 GMT
#464
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Grummler
Profile Joined May 2010
Germany743 Posts
September 24 2010 02:35 GMT
#465
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

reaper in bunker: 5.5

i am pretty sure that 5.5<6.

workers, supply, money, workers, supply, money, workers, ...
SixtusTheFifth
Profile Blog Joined September 2010
New Zealand170 Posts
September 24 2010 02:36 GMT
#466
On September 24 2010 11:21 KhAlleB wrote:
Show nested quote +
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 24 2010 17:03 GMT
#467
On September 24 2010 09:56 Mastermind wrote:
Show nested quote +
On September 24 2010 09:40 Ndugu wrote:
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.

Orbital command+ Marines+ what?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
September 24 2010 17:52 GMT
#468
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.
age: 84 | location: california | sex: 잘함
ZeaL.
Profile Blog Joined April 2009
United States5955 Posts
September 24 2010 17:56 GMT
#469
I get really disturbed everytime an scv finishes building a depot and walks away before the job seems finished.
lololol
Profile Joined February 2006
5198 Posts
September 24 2010 19:52 GMT
#470
On September 24 2010 11:36 SixtusTheFifth wrote:
Show nested quote +
On September 24 2010 11:21 KhAlleB wrote:
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'll call Nada.
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
September 24 2010 19:56 GMT
#471
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.
When you play the game of drones you win or you die.
Fosfor
Profile Joined February 2010
Norway54 Posts
September 24 2010 20:01 GMT
#472
CTRL+F5-F8 works here now.
Better than yesterday, better than before.
Crushgroove
Profile Joined July 2010
United States793 Posts
September 24 2010 21:22 GMT
#473
ICONS!!!!!!!! Look at the overseeer goop icon. More of the icons have been made pretty. Thank god.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-09-25 04:27:18
September 25 2010 04:26 GMT
#474
On September 24 2010 09:56 Mastermind wrote:
Show nested quote +
On September 22 2010 06:21 FSP.Siggy wrote:
- PDD now counts as a building and cannot be feedbacked.

This is a significant balance change. I gotta wonder why they wouldnt mention this in the patch notes.

I gotta think this one was unintended, because PDD is fucking strong as is, even with the ability to Feedback them.

How are you supposed to win versus PDD now as Protoss?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 25 2010 04:31 GMT
#475
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.
..and then I would, ya know, check em'. (Aka SpoR)
Bad_Attitude
Profile Joined January 2010
Italy51 Posts
September 25 2010 04:31 GMT
#476
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.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 25 2010 04:32 GMT
#477
On September 25 2010 13:26 Tump wrote:
Show nested quote +
On September 24 2010 09:56 Mastermind wrote:
On September 22 2010 06:21 FSP.Siggy wrote:
- PDD now counts as a building and cannot be feedbacked.

This is a significant balance change. I gotta wonder why they wouldnt mention this in the patch notes.

I gotta think this one was unintended, because PDD is fucking strong as is, even with the ability to Feedback them.

How are you supposed to win versus PDD now as Protoss?


More a bugfix than anything. If Terran is OP versus Toss, it should be balanced assuming stuff like PDD = structure, because that just makes sense.
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 25 2010 04:35 GMT
#478
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-09-25 19:23:18
September 25 2010 19:21 GMT
#479
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 25 2010 19:28 GMT
#480
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
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 25 2010 19:48 GMT
#481
ok i tryed and this isnt different i just miss my placement of my pylon
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Gudeldar
Profile Joined August 2010
United States1200 Posts
September 25 2010 20:24 GMT
#482
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.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
September 25 2010 21:30 GMT
#483
On September 26 2010 05:24 Gudeldar wrote:
Show nested quote +
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
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Woozyman
Profile Joined September 2010
19 Posts
September 25 2010 22:48 GMT
#484
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
trooth
Profile Joined February 2010
Germany39 Posts
September 25 2010 22:59 GMT
#485
I might be wrong, but didn't force fields lasted 20 seconds before the patch? It's 15 seconds now.
Eleven-
Profile Joined September 2010
United States11 Posts
September 25 2010 23:30 GMT
#486
They've always lasted 15 seconds.
Ryuu314
Profile Joined October 2009
United States12679 Posts
September 25 2010 23:38 GMT
#487
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.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 25 2010 23:39 GMT
#488
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.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 25 2010 23:45 GMT
#489
On September 26 2010 08:39 Ndugu wrote:
Show nested quote +
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.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
RageOverdose
Profile Blog Joined December 2009
United States690 Posts
September 26 2010 00:33 GMT
#490
On September 26 2010 08:45 Sanguinarius wrote:
Show nested quote +
On September 26 2010 08:39 Ndugu wrote:
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...

Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2010-09-26 00:48:03
September 26 2010 00:35 GMT
#491
On September 26 2010 08:45 Sanguinarius wrote:
Show nested quote +
On September 26 2010 08:39 Ndugu wrote:
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) :/
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
September 26 2010 00:49 GMT
#492
But I guess a Ghost can still EMP buildings ~.~
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-09-26 00:57:12
September 26 2010 00:55 GMT
#493
It seems like when you try to spawn more larvae after a hatchery has about 20 larvae, the new larvae just die immediately?

On September 26 2010 09:49 CruelZeratul wrote:
But I guess a Ghost can still EMP buildings ~.~

Definitely can, used it for a ghost drop + worker massacre with snipe in a TvT
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
September 26 2010 00:57 GMT
#494
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?

yes the max is 19 like it always was
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
figq
Profile Blog Joined May 2010
12519 Posts
September 26 2010 18:05 GMT
#495
"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)
If you stand next to my head, you can hear the ocean. - Day[9]
Perscienter
Profile Joined June 2010
957 Posts
September 26 2010 19:53 GMT
#496
  • Feedback doesn't hit structures.
  • EMP does.

  • PDD is a structure and can not be feedbacked.
  • Auto turrets are structures but can be build on creep.

Does aynone else recognize a pattern?
bLuR
Profile Blog Joined June 2010
Canada625 Posts
September 26 2010 20:02 GMT
#497
Auto turrets arent "Built" they are dropped to the ground which is why they can be placed on creep.

Feedback is a targeted spell, why would it effect buildings?

EMP is a energy blast that drains shields/energy, it is AOE, therefor it should effect buildings.

If we use our brains, we see the real pattern of common sense.
Perscienter
Profile Joined June 2010
957 Posts
September 26 2010 20:54 GMT
#498
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.
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
Last Edited: 2010-09-26 21:06:40
September 26 2010 21:03 GMT
#499
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.





Serban25
Profile Joined September 2010
1 Post
September 26 2010 23:10 GMT
#500
On September 24 2010 05:55 vica wrote:
Show nested quote +
On September 24 2010 05:50 phant wrote:
Can someone explain the worker sliding thing? I never really noticed anything strange when controlling them.


http://www.youtube.com/watch?v=v_0lmGiOGRI


Lol i can't belive my video got posted here if you don't belive im the guy on youtube with this video then check description of video
instance
Profile Blog Joined April 2010
11 Posts
September 30 2010 15:31 GMT
#501
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.
what ?
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 30 2010 15:43 GMT
#502
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 ..)
21 is half the truth
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 30 2010 15:46 GMT
#503
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..
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
September 30 2010 16:45 GMT
#504
Desert oasis has more changes than the rocks, the ledge (if your top pos) to the bottom left of your base is gone ( no more tank push!)
thebullfrog
DarkspearTribe
Profile Joined August 2010
568 Posts
September 30 2010 16:49 GMT
#505
- PDD now counts as a building and cannot be feedbacked.


Probably can't be NP'd to? Gay =/
crazeman
Profile Blog Joined July 2010
664 Posts
September 30 2010 17:00 GMT
#506
On October 01 2010 01:49 DarkspearTribe wrote:
Show nested quote +
- PDD now counts as a building and cannot be feedbacked.


Probably can't be NP'd to? Gay =/


Does that means PDD can be corrupted by a overseer? (not sure why the hell you would do that but just saying...)
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 30 2010 17:02 GMT
#507
On September 24 2010 09:56 Mastermind wrote:
Show nested quote +
On September 24 2010 09:40 Ndugu wrote:
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
lololol
Profile Joined February 2006
5198 Posts
September 30 2010 17:20 GMT
#508
On October 01 2010 02:02 Ndugu wrote:
Show nested quote +
On September 24 2010 09:56 Mastermind wrote:
On September 24 2010 09:40 Ndugu wrote:
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.
I'll call Nada.
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2010-09-30 17:32:20
September 30 2010 17:30 GMT
#509
"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?

Has anyone tested this?
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
Last Edited: 2010-10-01 19:02:16
October 01 2010 09:42 GMT
#510
I'm pretty much sure they nerfed Graviton Beam. Can anyone confirm this or am I just crazy?

I must have missed something, I never saw it documented anywhere.

Edit: Apparently its a bug, I was a little afraid they nerfed us again. Thanks Barundar for pointin out that thread.
Barundar
Profile Joined May 2010
Denmark1582 Posts
October 01 2010 10:40 GMT
#511
On October 01 2010 18:42 UnderWorld_Dream wrote:
I'm pretty much sure they nerfed Graviton Beam. Can anyone confirm this or am I just crazy?

I must have missed something, I never saw it documented anywhere.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=156542
Bartundar
theshin2007
Profile Blog Joined March 2010
United States133 Posts
October 15 2010 02:03 GMT
#512
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!
awu25
Profile Joined April 2010
United States2003 Posts
October 15 2010 02:12 GMT
#513
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
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:26 GMT
#514
Wtf? How come I dont have cursor at the loading screen ??
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-10-15 02:32:35
October 15 2010 02:31 GMT
#515
On October 15 2010 11:12 awu25 wrote:
Show nested quote +
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).

Void Ray change is apparently false.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-10-15 02:34:26
October 15 2010 02:34 GMT
#516
I think the 250mm only seems different because people are actually using it unless they tweaked the setup/unsetup time.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:45 GMT
#517
the 250mm feels the same and I confirmed it from map editor that the stats remained untouched:

[image loading]


same for the void rays, nothing besides the official patch notes.
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
October 15 2010 02:47 GMT
#518
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.
♞ Your soul will forever be lost in the void of a horse. ♞
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:48 GMT
#519
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.

it's been that way since 1.1.0, i like it too.
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2010-10-15 03:44:00
October 15 2010 03:43 GMT
#520
Is it just me or did they change the graphic when your shields are hit? The ripple effect seems WAY bigger/more noticeable?
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
Last Edited: 2010-10-15 03:53:53
October 15 2010 03:52 GMT
#521
oops.
Nuri
Profile Joined May 2010
New Zealand280 Posts
October 15 2010 03:58 GMT
#522
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
The biggest risk in life is not taking any risks at all
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
October 15 2010 07:51 GMT
#523
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.

Dont know for sure though
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
October 15 2010 08:29 GMT
#524
On October 15 2010 12:58 Nuri wrote:
Show nested quote +
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.
Don't hate the player - Hate the game
Ladde
Profile Joined April 2010
Sweden70 Posts
October 17 2010 13:26 GMT
#525
Is there a 1.1.2 thread about undocumented changes?
I can't find it so.
Normal
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