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Patch 1.2.0 on PTR - Page 52

Forum Index > SC2 General
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Genome852
Profile Blog Joined August 2010
United States979 Posts
December 04 2010 05:29 GMT
#1021
If we can't hold down a key for production anymore, does it affect abilities as well?

If it does... NOOOO~ Ghost snipe even more useless.
dtz
Profile Joined September 2010
5834 Posts
December 04 2010 05:29 GMT
#1022
i have always pressed the key multiple times lol. I didnt know i can click s and hold D for making multiple units lol. so this does not affect me. Might be why my macro sucks though.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 04 2010 05:30 GMT
#1023
Please, post screenshots with Ultralisk splash
angryzor
Profile Joined November 2010
Belgium5 Posts
December 04 2010 05:30 GMT
#1024
can you still place a wall of forcefields by holding f and clicking?
Herculix
Profile Joined May 2010
United States946 Posts
December 04 2010 05:31 GMT
#1025
holy fucking christ, if 80% of these changes get through, i'm not going to be a happy camper. i cannot for the life of me understand why you'd bother even testing such balance destroying things for no good reason. this is race-changable balancing and while i've held out on zerg for as long as i can, i just can't tolerate any less diversity than i already have
Dromar
Profile Blog Joined June 2007
United States2145 Posts
December 04 2010 05:31 GMT
#1026
On December 04 2010 13:26 BeMannerDuPenner wrote:
now ZvZ will be always "HURR I GOTZ 2 MUTARRS MORE I WIN!" outside of pure allin pushes. its bad for the game and hurts and changes Z in so many situations its simply not good.


To be fair, I don't think it'll be as bad as BW ZvZ. Muta vs muta in SC2, you need an overwhelming advantage to attack for the win, since the defending player will have queens to attack and transfuse with, and possibly spores. In BW, one muta surviving the battle was often game after reinforcements came.
Tennet
Profile Joined January 2010
United States1458 Posts
December 04 2010 05:32 GMT
#1027
They changed league icons
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Josealtron
Profile Blog Joined June 2009
United States219 Posts
December 04 2010 05:32 GMT
#1028
Patch1.3.0-Fixed an issue where players played Zerg
"If you give up on yourself, you give up on the world."
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 04 2010 05:33 GMT
#1029
On December 04 2010 14:32 Tennet wrote:
They changed league icons

Screenshot please
SoylentCreep
Profile Joined September 2010
Korea (South)176 Posts
December 04 2010 05:33 GMT
#1030
Nerfing the Infestor is awesome!!!! Why not also nerf the ghost so emp can only hit ground units...and if we're right at it why not also nerf the high templar to only feedback ground units. Jeeez....hope this doesn't make it through.
Imperfect1987
Profile Joined August 2010
United States558 Posts
December 04 2010 05:34 GMT
#1031
I'm pretty excited about this patch. A lot of nice changes especially for map editing and overall gameplay. The reason they have the test is to tweak it a bit and flush out the bad changes. I think this is a great move by Blizzard. This surpassed my expectations in almost every aspect of the game.
The keyboard is mightier than the pen.
happyness
Profile Joined June 2010
United States2400 Posts
December 04 2010 05:34 GMT
#1032
They fixed the pylon ramp blocking. At least zerg can be happy with that, .............right?
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
December 04 2010 05:34 GMT
#1033
I was under the impression that Blizzard decided to no longer make large alterations to the mechanics of a unit. That, the game was at a point where only minor adjustments are to be used and that is all (one justification for why the mothership will be useless until the expansion). But this seems like a pretty drastic change to me. I mean, it alters how infestors are used, for when, as well as what it is they are helping with in terms of builds.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
December 04 2010 05:35 GMT
#1034
On December 04 2010 14:31 Dromar wrote:
Show nested quote +
On December 04 2010 13:26 BeMannerDuPenner wrote:
now ZvZ will be always "HURR I GOTZ 2 MUTARRS MORE I WIN!" outside of pure allin pushes. its bad for the game and hurts and changes Z in so many situations its simply not good.


To be fair, I don't think it'll be as bad as BW ZvZ. Muta vs muta in SC2, you need an overwhelming advantage to attack for the win, since the defending player will have queens to attack and transfuse with, and possibly spores. In BW, one muta surviving the battle was often game after reinforcements came.


yeah but in the end it will be the same just drawn out over a longer time. in theory (i know it almost never got there) you atleast had some go to stuff with hive tech (devourer/defiler) totally changing evrything. in sc2 it will be muta till your maxed,end of story.and its not too hard to hit a critical mass where the low dps queens/spores barely change anything at all.
life of lively to live to life of full life thx to shield battery
happyness
Profile Joined June 2010
United States2400 Posts
December 04 2010 05:35 GMT
#1035
On December 04 2010 14:33 SoylentCreep wrote:
Nerfing the Infestor is awesome!!!! Why not also nerf the ghost so emp can only hit ground units...and if we're right at it why not also nerf the high templar to only feedback ground units. Jeeez....hope this doesn't make it through.


Better yet, why not make it so storm only hits ground units?

But I seriously doubt they are going to change it. Blizz is very stubborn about their unnecessary random nerfs.
razamanaz
Profile Joined August 2010
271 Posts
December 04 2010 05:36 GMT
#1036
And here comes zerg whining wave ... god forbit blizz will try to test something that may nerf zerg a bit
DamnCats
Profile Joined August 2010
United States1472 Posts
December 04 2010 05:36 GMT
#1037
They fixed the pylon ramp blocking. At least zerg can be happy with that, .............right?


That is actually awersome if thats true ahhh fuck yea.
Disciples of a god, that neither lives nor breathes.
Silidons
Profile Blog Joined September 2010
United States2813 Posts
December 04 2010 05:36 GMT
#1038
On December 04 2010 14:30 Existor wrote:
Please, post screenshots with Ultralisk splash

its pretty big i tested it with zealots
"God fights on the side with the best artillery." - Napoleon Bonaparte
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
December 04 2010 05:37 GMT
#1039
I found a bug with the stalemate system.

At least I think its a bug.

If you queue a probe to build an assimilator it resets the timer, even if the assimilator construction is never started. You can just cancel your action with the probe and maintain the stalemate indefinitely if you have a safe probe and 75 minerals.
Myrtroll
Profile Joined December 2010
139 Posts
December 04 2010 05:37 GMT
#1040
I don't get the issue many has with fungal not hitting air.

It was a too hard counter for air units and ridiculously punishing if you were on the receiving end of it. The damage part could still be implemented though, but the "no micro for you" part should be removed as it is.

Now they can actually balance ground vs air properly instead, don't expect this to be the only change incoming. Zerg low tier AA has always been lacking, and the banshee rush insta GG's are really annoying and make for short and bad games. So I hope they fix more about this part. (if not now, when the zerg xpac comes) With the phoenix change they probably have to do something about this.
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