Patch 1.2.0 on PTR - Page 54
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guitarizt
United States1492 Posts
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Zelniq
United States7166 Posts
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FrostOtter
United States537 Posts
On December 04 2010 14:39 DoomFox wrote: • Fixed an issue where Larva could produce units by holding down hotkeys. This is funny because I've been a zerg player since the Beta started and never knew you could train units like this. I've always just pressed each unit production key one at a time. To all the people complaining about having to press z,z,z,z,z,z,z,z,z,z 15+ times in a row during a production cycle: it's not that hard. Or at least it doesn't seem hard to me because I'm used to it, having thought that was the only way to make units :O Ditto, I've always pressed individually-- and if I can do it, the pros can do it. | ||
theqat
United States2856 Posts
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aztrorisk
United States896 Posts
I think everyone can agree on this nerf for Terran since PF will be much easier to take down now. FG doesn't work on air is just stupid. Hydras aren't even that good against muta and spire takes forever to build if you started it late. No more hydra-FG option Carrier Buff? Hallu buff was unnecessary. VR + vs massive=GREAT Zerg larva-holding down a key was a issue?!?! Were is the reaper buff? I like Pheonix buff, now I can maintain a air army vs terran Overall, only problem is FG and larva | ||
TheGrimace
United States929 Posts
On December 04 2010 14:46 FrankWalls wrote: i think people are overreacting quite a lot. 1. the holding down key thing - comparing it to the warp gate thing is pretty silly. you have to click individually every time, just like we do now, same for all spells. each is an individual click That's not true though, with warp gates we've had the option of simply holding the Unit Hotkey down and spam clicking or pressing shift+ Unit Hotkey and clicking. The right hand's duty hasn't changed, but now the left hand has to do a ton more. Now for Protoss and Terran, this isn't necessarily bad. The fact that it is this way isn't so much the issue. The issue is the game hasn't worked that way until just now. It doesn't add anything to the depth of the game and restricts players from doing what they've done throughout sc2's existence. Why would that be a good thing? For zerg, this is just plain bad. That's a lot of additional key presses, and for what? Creating a zergling swarm is going to be a nightmare. It didn't even work this way in Brood War, in bw you selected larva and pressed the button you wanted, and every single selected larva would morph immediately. There is no clear reason why we need to change this 10 months after everyone has had their hands on the game. | ||
firefistAce
United States137 Posts
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Dromar
United States2145 Posts
On December 04 2010 14:35 BeMannerDuPenner wrote: 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. True. Zerg's lack of an AoE spell is kinda lame. | ||
Dingobloo
Australia1903 Posts
Zerg larva-holding down a key was a issue?!?! An issue in so far as it was dependent on how you had fast you had key repeating set up, you could push it way down in windows settings and gain an advantage over someone who didn't which is why they went this direction I think. | ||
stealthgerbi
United States25 Posts
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oHInsane
France727 Posts
I'am not very nostalgic of the Muta vs Muta bw style to be honest... Let's see what well be introduce in the game ... | ||
Rorschach
United States623 Posts
On December 04 2010 14:46 -orb- wrote: This is pretty cool... for some reason I was not expecting a PTR for sc2. Master League and chat channels look to be the 2 best parts of this upcoming patch from what I've seen This has to be a first for you, as in responding to a patch with other then rage... Oh it makes sense as your race received lots of buffs, but wait no more speed rays! LMAO! In all serious I couldn't pass up giving you a hard time over it though. On a totally different note faster hallucinate = awesome. And yes to post # 100!!!!! | ||
angryzor
Belgium5 Posts
On December 04 2010 14:47 Garnet wrote: • Added combat reveal tinting to help show that combat reveal units cannot be hit. • Autocast state for abilities is reset to the default state when unit ownership is permanently changed. I'm confused. What do these two changes mean? Without checking, I'd say: -- Units that are visible because they are attacking you, but that you actually can't see yourself and thus can't hit (for example units hitting you from high ground), now have a slightly different color to make it more clear that you can't hit them. -- When a unit changes player the autocast is reset. This is for custom maps. | ||
Leeto
United States1320 Posts
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AndAgain
United States2621 Posts
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Brotatolol
United States1742 Posts
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angryzor
Belgium5 Posts
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Onegu
United States9699 Posts
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mrdx
Vietnam1555 Posts
On December 04 2010 14:54 stealthgerbi wrote: The FG change really doesn't make sense ![]() I think (and as many have said) this move is to make corruptor a more popular anti air option (which also make broodlords more popular) | ||
bokeevboke
Singapore1674 Posts
On December 04 2010 14:49 omnic wrote: FG can no longer hit air units which it could before. Its clearly a nerf. MarineKing pretty much unbeatable in ZvT after this patch ![]() | ||
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