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Patch 1.1.2 Notes - Page 5

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 91 92 93 Next
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:11 GMT
#81
On October 15 2010 03:09 MasterFischer wrote:
Does this mean that we get chat channels too...???

Wasnt that a PATCH 1.2 PROMISE ????

Guys pls confirm.

Nah, wasn't promised IIRC. If we were getting it it would be in the patch notes.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 18:11 GMT
#82
On October 15 2010 03:09 MasterFischer wrote:
Does this mean that we get chat channels too...???

Wasnt that a PATCH 1.2 PROMISE ????

Guys pls confirm.

They said the next feature patch, which is 1.2. This is a balance/bugfix patch, no features at all.
Jackafur
Profile Joined February 2010
United States116 Posts
October 14 2010 18:11 GMT
#83
Im kinda glad they nerfed the void rays. I never use them and I dont even see them that often any way. I never liked the thing to begin with.

Removing the energy bar from the Thor kinda sucks for me. I really liked Feedbacking those guys.
eNtitY~
Profile Joined January 2007
United States1293 Posts
October 14 2010 18:12 GMT
#84
On October 15 2010 03:09 MasterFischer wrote:
Does this mean that we get chat channels too...???

Wasnt that a PATCH 1.2 PROMISE ????

Guys pls confirm.


I think they said that was for 1.2, this is 1.1.2 ^_^


When does this go live in the US?
http://www.starcraftdream.com
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
October 14 2010 18:12 GMT
#85
This is 1.1.2 guys, not 1.2.. so don't get your hopes up.
"trash micro but win - its marine" MC commentary during HSC 4
TheImmortal
Profile Joined September 2010
Hong Kong84 Posts
October 14 2010 18:12 GMT
#86
it's live in south east asia now
[-]Ocelot[-]
Profile Joined February 2006
United States256 Posts
October 14 2010 18:12 GMT
#87
On October 15 2010 03:07 iggyfisk wrote:
So the supply depot requirement nerf has to be a team game related fix right? Surely rax first rushes could not have been a 1v1 balance issue... at all really? Really sad to see variation cut like that.


IMO it was at least in part a 1v1 fix. Ever get 7 rax reaper proxy reaper rushed? It's almost impossible to stop unless you scout it almost immediately (which is tough, because by the time your drone gets to their base, you're SOL and the first reaper is on the field).

I think it is still viable, but now you can have a few lings out to deal with the initial harass.
Who Dares Wins
Zonel
Profile Joined May 2010
United States100 Posts
Last Edited: 2010-10-14 18:16:16
October 14 2010 18:12 GMT
#88
Nvm lol
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
October 14 2010 18:12 GMT
#89
On October 15 2010 03:09 MasterFischer wrote:
Does this mean that we get chat channels too...???

Wasnt that a PATCH 1.2 PROMISE ????

Guys pls confirm.

You basically answered your own question.
It is probably in patch 1.2 yes but we're not there yet we're at patch 1.1.2
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 18:13 GMT
#90
On October 15 2010 03:11 TestSubject893 wrote:
Show nested quote +
On October 15 2010 03:07 Yaotzin wrote:
On October 15 2010 03:05 dtz wrote:
Terran is also hit quite hard although the vr nerf should be welcomed especially with so many terrans losing to vr pushes recently. Not sure if the medivac nerf will make any difference. The number difference seems really small. Marauder will take longer to snipe buildings as well.

Main thing I'm thinking of is if they stim and run their medivacs will be left behind pretty bad and my stalkers can eat them. And just general mobility is decreased post stim, with medivacs now sorta slow.


Is a 9% speed decrease really gonna make them so slow that it holds back the whole terran ball? I mean I honestly don't know, but to me, this change just seems to give you a little mote time to react to a drop if you spot in on its way.

Well of course it holds back the ball. Any ball moves at the speed of the slowest unit, and post stim that's the medivac.

Speed is a huge attribute, don't underestimate even a small nerf to it. Stalkers should be able to comfortably pick off retreating medivacs now, whereas before they could get some hits but usually the medivac would survive back to base.
MasterFischer
Profile Joined August 2009
Denmark836 Posts
October 14 2010 18:13 GMT
#91
Ya ya sorry... Got overly excited and thought this was already 1.2 patch... i thought it was FAST..

but ok.. getting balance patches this fast.. owns anyway :D
WHO is this who speaks to me as though I needed his advice?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-10-14 18:15:34
October 14 2010 18:14 GMT
#92
wtb live nao

EDIT: probably already posted but I tested and it's not up on US (3:15 KST)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:14 GMT
#93
On October 15 2010 03:12 [-]Ocelot[-] wrote:
Show nested quote +
On October 15 2010 03:07 iggyfisk wrote:
So the supply depot requirement nerf has to be a team game related fix right? Surely rax first rushes could not have been a 1v1 balance issue... at all really? Really sad to see variation cut like that.


IMO it was at least in part a 1v1 fix. Ever get 7 rax reaper proxy reaper rushed? It's almost impossible to stop unless you scout it almost immediately (which is tough, because by the time your drone gets to their base, you're SOL and the first reaper is on the field).

I think it is still viable, but now you can have a few lings out to deal with the initial harass.

Uh, it's hardly impossible to stop a 7 rax reaper. You're going to lose drones, sure, but he's already cut a lot of SCVs.
But yeah, not going to see any really early rax again.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
October 14 2010 18:14 GMT
#94
how nice how they fix all bugs except the one that affects zerg(ultra spash one)
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
blae000
Profile Joined April 2010
Norway1640 Posts
October 14 2010 18:14 GMT
#95
Although I like medivac beeing nerfed, I dont think speed was the first thing I was hoping for. And depot before rax might be good in some way, but not necessarily what we need. Oh well, need to try this asap to see how it works. Wonder how this will effect GSL2.
Liquid
Niick
Profile Joined September 2010
Australia426 Posts
October 14 2010 18:14 GMT
#96
Patch might be borked.

Downloaded new patch, logged in, now I can't play multiplayer on SEA (tells me i need to download the new patch!) or cant even log into NA (tells me I have a version that your server doesn't accept yet)

Probly just because I am connected to the NA account though, time will tell.
You'll have to speak up, I'm wearing a towel.
shizi
Profile Joined February 2008
United States210 Posts
October 14 2010 18:14 GMT
#97
On October 15 2010 03:09 Kryptonite wrote:
I think I'm going to vomit. The Roach range buff is going to negate fast expands for Protoss


about time! im sick of seeing protoss think they can play like a zerg

i dont think the depo before rax was necessary... defending 10rax reaper wasnt that difficult even with a fast expand

Piy
Profile Blog Joined January 2008
Scotland3152 Posts
October 14 2010 18:14 GMT
#98
Some stuffs pretty cool.

I don't think I'm going to lose with Zerg anymore.
My. Copy. Is. Here.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-10-14 18:17:03
October 14 2010 18:15 GMT
#99
ModeratorBlame yourself or God
Devlin
Profile Joined August 2010
Sweden91 Posts
October 14 2010 18:15 GMT
#100
On October 15 2010 03:06 Ketara wrote:
Wow, this is a pretty big list of changes.

Void Rays will work way differently now.

Supply Depots take 1 more Baneling to bust.

Reapers totally slaughtered, but everybody knew about that already.

Like the Thor and Corrupter changes. 250mm cannons may get more use now.


Wrong. Banelings do 80 (base) damage to buildings. You still need 5 (5x80=400) banelings to destroy a depot, same as before.

About your last point: I'm pretty sure that 250mm cannons are not avoided because it costs energy, but rather because of a bad mechanic. The ability itself is not getting changed in any way. Only thing that changes is that you can't feedback Thors anymore, which is good though. You still need to research the upgrade.
"if someone puts a ling under a lifted cc the terran can no longer land and loses"
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