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Patch 1.2.0 on PTR - Page 41

Forum Index > SC2 General
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arQ
Profile Joined October 2010
1033 Posts
December 04 2010 04:12 GMT
#801
• Fixed an issue where Larva could produce units by holding down hotkeys.

A small but important fix. Making zerg late game macro a tiny bit more time-demanding. Good stuff.
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
k20
Profile Joined September 2010
United States342 Posts
December 04 2010 04:12 GMT
#802
I've actually been doing that the whole time. It makes my APM higher in replays.
sAfuRos
Profile Joined March 2009
United States743 Posts
Last Edited: 2010-12-04 04:14:01
December 04 2010 04:12 GMT
#803
Phoenix build time is not an issue, although it will make early-mid game phoenix more viable

However the bottom line is still that you need an insane amount more phoenix for Phoenix v Colossus focus armies to even have a chance, because colossus mop up the ground and phoenix take years to kill them; a 200/200 army with, say, 10 colossus, vs 25 phoenix army, will absolutely destroy the phoenix army. Phoenix's need a bonus vs massive, like +4 (+2) (+2) (+2) for PvP to have any variability

Otherwise, a good step in the right direction. I look forward to being in Masters league

Edit: this makes zvz a bit gay thugh. FG should work on FLYING BIO units, ie mutalists
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
December 04 2010 04:13 GMT
#804
On December 04 2010 13:11 muzzy wrote:
" Fixed an issue where Larva could produce units by holding down hotkeys."

That was an "issue"?

I routinely used this to build many of unit type... hold "T" on 5 larva for 5 Mutas, instead of hitting it 5 times. Seems stupid to remove it, and it's really going to mess me up until I adjust.


Encourages less spam more more, make x units, make y units with the same larvae cycle, and more thought about production, I suppose.
There is no one like you in the universe.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
December 04 2010 04:13 GMT
#805
On December 04 2010 13:12 arQ wrote:
• Fixed an issue where Larva could produce units by holding down hotkeys.

A small but important fix. Making zerg late game macro a tiny bit more time-demanding. Good stuff.


A tiny bit? I wonder how long it takes to press z 30 times than it does to let your repeat hit 30

5 times as long maybe? 10?
z00t
Profile Joined April 2010
Australia976 Posts
December 04 2010 04:14 GMT
#806
Fungal Change is obviously the biggest balance change here .

It was probably to address PvZ primarily, but I'm more concerned with ZvZ because it's going to be a lot less interesting once it gets to Lair =/. Often, Infestors were the only thing that could keep you in a game if you took a different tech route and your opponent gets air control before you do.

Hydras alone can't deal with Mutas before the enemy Zerg gets ahead on expos due to your inability to push out, so now I'm worried that ZvZ's just going to be a lot less interesting .

But wow....no more Fungal Growthing Vikings or Dropships, or well, anything that flies . I'm just thinking about a certain GSL3 match:

+ Show Spoiler +
Leenock vs MarineKing - remember that game on Jungle Basin where Foxer's Medivacs got caught in a Fungal? That was one of the weaknesses of using drops with Foxer's builds, but now that particular weakness is gone. I'm very curious to see if Foxer's play becomes more dominant as a result.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
December 04 2010 04:14 GMT
#807
On December 04 2010 13:12 arQ wrote:
• Fixed an issue where Larva could produce units by holding down hotkeys.

A small but important fix. Making zerg late game macro a tiny bit more time-demanding. Good stuff.


Not demanding, simply more fatiguing.
There is no one like you in the universe.
Almania
Profile Joined September 2010
145 Posts
December 04 2010 04:14 GMT
#808
I would actually like this patch if it wasn't for the stupid larva hotkey change.
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
December 04 2010 04:14 GMT
#809
On December 04 2010 13:12 k20 wrote:
I've actually been doing that the whole time. It makes my APM higher in replays.


Afaik holding down the button makes your apm higher than hitting it for each spawn.
Mascherano
Profile Blog Joined November 2005
Argentina1726 Posts
December 04 2010 04:14 GMT
#810
On December 04 2010 13:11 muzzy wrote:
" Fixed an issue where Larva could produce units by holding down hotkeys."

That was an "issue"?

I routinely used this to build many of unit type... hold "T" on 5 larva for 5 Mutas, instead of hitting it 5 times. Seems stupid to remove it, and it's really going to mess me up until I adjust.


Why are zergs complaining about this? You guys just got a sweet little apm boost.
Bisu
crayhasissues
Profile Blog Joined July 2010
United States682 Posts
December 04 2010 04:14 GMT
#811
On December 04 2010 12:50 seanisgrand wrote:
Anyone getting the no associated copy of SC2 error when trying to login?


I got this error as well. Anyone know a fix?
twitch.tv/crayhasissues ||| @crayhasissues on twitter ||| Dota 2 Streamer that loves to help new players!
zoOv
Profile Blog Joined April 2010
Australia269 Posts
December 04 2010 04:14 GMT
#812
Zergs will have fun spamming e to morph banes and for each unit they'd like to build from the hatcheries.
Terror Australis :: [TA] :: Hard work beats talent when talent fails to work hard
k20
Profile Joined September 2010
United States342 Posts
December 04 2010 04:14 GMT
#813
On December 04 2010 13:14 SiguR wrote:
Show nested quote +
On December 04 2010 13:12 k20 wrote:
I've actually been doing that the whole time. It makes my APM higher in replays.


Afaik holding down the button makes your apm higher than hitting it for each spawn.

I heard it only registers as one keystroke. Someone mythbust this.
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
December 04 2010 04:15 GMT
#814
still no nerfing of banelings. fail

User was warned for this post
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51621 Posts
December 04 2010 04:15 GMT
#815
Liquid'Ret
OK, by popular request, a question. How the hell do you make so much stuff, man? Is that kind of macro even legal?

This is gonna seem really lame, but SC2 made making units ridiculously easy. I hope soon people will praise me for my decision making rather than my macro, cause that says much more about me as a player.


well now making units is going to be a little harder for you

SZZZZ X 10(*10)
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Onioncookie
Profile Joined May 2010
Germany624 Posts
December 04 2010 04:15 GMT
#816
On December 04 2010 13:13 floor exercise wrote:
Show nested quote +
On December 04 2010 13:12 arQ wrote:
• Fixed an issue where Larva could produce units by holding down hotkeys.

A small but important fix. Making zerg late game macro a tiny bit more time-demanding. Good stuff.


A tiny bit? I wonder how long it takes to press z 30 times than it does to let your repeat hit 30

5 times as long maybe? 10?


I dont get it??? Doesnt the other races have the same "issue" (lol) when u hold down a hotkey it does repeat it alot faster????

This is kinda unfair then o.O ?!
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
December 04 2010 04:15 GMT
#817
On December 04 2010 13:14 Scruffy wrote:
Show nested quote +
On December 04 2010 12:50 seanisgrand wrote:
Anyone getting the no associated copy of SC2 error when trying to login?


I got this error as well. Anyone know a fix?


http://us.battle.net/sc2/en/forum/topic/1208031962?page=1

No response from Blizzard yet.
There is no one like you in the universe.
ReseT
Profile Blog Joined August 2010
United States273 Posts
December 04 2010 04:15 GMT
#818
I don't get how you use the chat channels -_-
vVv Gaming
RaFeStaR
Profile Blog Joined July 2010
United States161 Posts
December 04 2010 04:15 GMT
#819
On December 04 2010 13:05 CanucksJC wrote:
Show nested quote +
On December 04 2010 12:54 Howl67 wrote:
On December 04 2010 12:50 eH wrote:
The second that infestor change goes through I'm done playing zerg, that might be the worst idea I've ever seen them come up with. I can't even put into words how absolutely ass-backwards and fucked up that is.


This. So incredibly stupid. That combined with the larva repeat thing is just insane. I hope community testing just ends up proving this to be broken and they don't end up going through with it for good.

So, you think it's stupid that zergs have had the most mobile unit with decent damage output in the entire game this entire time? You know how devastating it is for terrans and protosses once zergs have 20+ mutas?

This is the exact change I wanted to happen. Either mutalisk speed nerf or this. It doesn't make ANY sense at all that zergs can wait for the opponnet to push out, rape the entire base into pieces, yet come back to defend in time. If they go for a base trade, a base trade should happen, not kill base, defend own base and win.

This infestor nerf SHOULD allow the protoss to have air control if they go for 2 stargates via GuineaPig build. No? Well, shouldn't it make sense that if the protoss decides to invent all his resources into air units, they have at least a fight for air control? This didn't happen with the infestors. One single FG and that was GG. You should've seen GuineaPig's face when his entire army that consisted of phoenixes got FG'ed and steamrolled. That's how devastating that was. Now zergs have to actually put equal amounts of resources into AA like corruptors to stand a chance. WHICH SHOULD MAKE SENSE.

Stop crying, I think protosses suffered for long enough.



QFT ~ Couldn't have said it better myself.
Crixus
Profile Joined April 2010
Canada110 Posts
December 04 2010 04:15 GMT
#820
so was there any balance changes to the actual game? (i.e not PTR)
"Don't be afraid. You have all the weapons you need. Your fight for survival starts right now."
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